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Eberron for Savage Worlds is unofficial Fan Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of
the Coast. ©Wizards of the Coast LLC.

This game references the Savage Worlds game system available from Pinnacle Entertainment
Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are
copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no
representation or warranty as to the quality, viability, or suitability for purpose of this product.

Eberron and its respective logo are trademarks of Wizards of the Coast, Inc., in the U.S.A. and
other countries.

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Credits
Eberron for Savage Worlds is a product of The Immaterial Plane.

Eberron created by Keith Baker

Savage Worlds game designed by Shane Hensley, with Clint Black

Setting adapted by Kristian Serrano

Character sheet designed by Karl Keesler and Charlotte Irrgang

Unofficial Eberron logo designed byAlex G. Denby

Contributors and Supporters: Ian Alloway, Syd Andrews, Donovan Bailey, Ron Blessing,
Dylan Brooks, David Ginsburg, Michael Greszler, Jan Jetmar, Stirling Netzlaw, Manuel Sambs,
Richard Woolcock, and many more fans of both the fantastic world of Eberron and the Fast!
Furious! Fun! Savage Worlds roleplaying game. Thank you all for exploring with me.

Special thanks to Jenn Sutcliffe for her support and encouragement of exercising our passions.

Disclosure: The product links provided are affiliate links to either DriveThruRPG.com or
DMsGuild.com.

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Table of Contents
Credits 2

Table of Contents 3

Preface 9
Purpose 9
A Living Document 9
Sources of Inspiration 9

Setting Rules 11
Prophecy Shards 11
One-shots and Conventions 11
Conviction 12
Multiple Languages 12
Three-Dragon Ante Action Deck 12
Other Uses for Cards 12
Other Setting Rules 13

Creating Adventurers 14
Character Concepts 14
Artificer 14
Assassin 14
Barbarian 14
Bard 14
Bounty Hunter 15
Chronicler 15
Cleric 15
Druid 15
Extreme Explorer 15
Fighter/Soldier 16
Healer 16
Noble/House Scion 16
Inquisitive 16
Knight 16
Monk 17
Necromancer 17
Paladin 17
Airship Pilot/Ship Captain/Caravan Driver 18
Psion/Psychic Warrior/Soulknife 18
Ranger 18

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Rogue 18
Sorcerer 19
Spy 19
Wizard 20
Races 20
Bugbear 20
Changeling 20
Daelkyr Half-blood 20
Dwarf 21
Elf 21
Eneko 21
Gnome 22
Goblin 22
Halfling 22
Half-elf 23
Half-giant 23
Half-orc 23
Hobgoblin 24
Human 24
Kalashtar 24
Orc 24
Shifter 24
Warforged 26
New Skills 27
Removed Skills 27
Cosmology (Smarts) 27
Crafting (Smarts) 27
Druidism (Spirit) 27
Magewrighting (Smarts) 27
Spellweaving (Spirit) 27
New Edges 28
Disallowed Edges 28
Background Edges 28
Arcane Background 28
Berserk Luck 28
Child of the Draconic Prophecy 28
Relentless 28
Racial Edges 28
Adamantine Body 28
Child of Khyber 28
Extra Shifter Ability 29
Elite Shifter 29

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Healing Factor 29
Heir of Siberys 29
Overload Metabolism 30
Psiforged Body 30
Reactive Shifting 30
Shifter Acrobatics 30
Shifter Ferocity 30
Shifter Savagery 30
Shifter Stamina 30
Shifting Recovery 31
Unarmored Body 31
Combat Edges 31
Action Boost 31
Action Surge 31
Brutal 31
Close Fighting 31
Improved Close Fighting 31
Determination 31
Lunge 31
Oversized Weapon Master 32
Spot Weakness 32
Sucker Punch 32
Two-Fisted 32
Leadership Edges 32
Fanaticism 32
Power Edges 32
Attune Arcane Weapon 32
Arcane Mastery 32
Artificer 32
Improved Artificer 33
Master Artificer 33
Extra Effort 33
Imbue Item 33
Necromancer 33
Master Necromancer 33
Psychic Rush 33
Troubadour 33
Weird Edges 33
Beast Master 33
Homunculus 33
Psicrystal 34
One of the Chosen 36

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Symbiont Mastery 36

Gear 37
Melee Weapons 37
Ranged Weapons 41
Special Substances and Items 42
Tools and Skill Kits 42
Clothing 43
Documents 43

Magic 45
Arcane Backgrounds 45
Arcane Background (Aberrant Dragonmark) 45
Arcane Background (Dragonmark) 45
Arcane Background (Druidism) 46
Arcane Background (Magewright) 47
Arcane Background (Magic) 47
Arcane Background (Miracles) 47
Arcane Background (Psionics) 48
Arcane Background (Sorcery) 48
Rituals 48
Spellcasting Services 48
Rituals as a Service 49
Powers 49
Boost/Lower Trait 49
Modifiers 49
Lock/Unlock 49
Modifiers 49
Magic Mark 49
Repairing 50
Modifiers 50
Secret Writing 50
Modifiers 51
More Powerful Modifiers 51
More Powers 52

Magic Items 53
Dragonshards 53
Siberys Shard Items 53
Quori Embedded Shards 54
Miscellaneous Magic Items 54
Grafts and Symbionts 55
Symbionts 55
Breed Leech 55

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Crawling Gauntlet 55
Living Breastplate 55
Shadow Sibling 55
Spellwurm 55
Stormstalk 55
Tentacle Whip 56
Tongueworm 56
Throwing Scarab 56
Winter Cyst 56

Bestiary 57
New Special Abilities 57
Aberration 57
Deathless 57
Living Construct 57
Engulf 57
✹ Ascendant councilor 58
Carcass Crab 58
✹ Daelkyr 59
Dinosaurs 60
Glidewing 60
Swordtooth Titan 60
Clawfoot 60
Dolgaunt 61
Dolgrim 61
Drow 61
Hag, Dusk 62
Homunculus 63
Arbalester 63
Dedicated Wright 63
Expeditious Messenger 64
Furtive Filcher 64
Iron Defender 65
Packmate 65
Persistent Harrier 66
Horrid Animals 67
Horrid Ape 67
Horrid Rat 68
Horse, Valenar Riding 69
Inspired 69
Karrnathi Undead Soldier 69
Living Spell 70
Living Fireball 70

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Magebred Animals 71
Magebred Horse 71
Psicrystal 72
Quori 72
Tuscora Quori 74
Rakshasa, Zakya 75
Sharn Watch 75
Watch Guard, Human 75
Elite Watch Guard, Human 75
Watch Sergeant, Dwarf 76
Watch Captain, Human 76
Scorrow 77
Scorrow, Hunter 77
Scorrow, Clawborn 77
Symbionts 78
✹ Breed Leech 78
✹ Crawling Gauntlet 79
✹ Living Breastplate 79
✹ Shadow Sibling 80
✹ Spellwurm 80
✹ Stormstalk 81
✹ Tentacle Whip 81
✹ Tongueworm 82
✹ Throwing Scarab 82
✹ Winter Cyst 83
Traps 84
✹ Undying Councilor 85
Undying Soldier 85
Warforged Scorpion 86
Warforged Titan 86

Character Sheet 87

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Preface
I have been a fan of Eberron since 2005, and I have run Eberron games off and on for about as
long. The idea of a fantasy setting incorporating themes of pulp, noir, and horror sparked my
imagination in many ways. When I first read the Savage Worlds Test Drive Rules in 2008, it felt
like an awakening. I kept thinking of all of the moments as a GM in which the players
attempted to be "big damn heroes." I replayed those moments in my head with Bennies instead
of Action Points, Extras instead of NPC classes, Wild Cards instead of PCs, and Jokers
granting bonuses. Savage Worlds was empowering, and it seemed only logical to pair it with
Eberron—a setting that warranted empowerment!
With respect to the system’s ability to handle the two-fisted tales and noir intrigue of
Eberron, Savage Worlds has proven itself with published settings such as Rippers, Deadlands:
Noir, The Savage World of Solomon Kane, Flash Gordon, Lankhmar: City of Thieves, and The
Goon.
I’ve been tinkering with adapting Eberron for Savage Worlds since November of 2008. Now
with the release of Savage Worlds Adventure Edition, the system is even more empowering,
more cinematic, and more supportive of the types of tales told in Eberron. After reading
through all of the new settings rules, changes to Edges, revised rules for powers, and the new
rules for arcane devices (just to name a few of the exciting updated features), I knew I had to
update this guide to bring even more of the fast, furious, and fun experience that Eberron and
Savage Worlds bring together. I hope this document helps you create the Eberron game you'd
like to play or run.

Purpose
Eberron for Savage Worlds is a guide to facilitate adapting the world of Eberron for play with
the Savage Worlds roleplaying game rules. It is not a conversion or analog of Dungeons &
Dragons. Your expectations should not be to play D&D through Savage Worlds, but to use
Savage Worlds to run or play in an Eberron campaign and create savage tales of high adventure.
Do not expect to see Least, Lesser, and Greater Dragonmark Feats represented as Edges.

A Living Document
I like to refer to this document as a living document. That means you should expect to see
updates, corrections, changes, and possibly deletions as time goes on. If you’d like to see edits
and changes introduced in each update, visit the version archives.
If you'd like a static copy of the document or want to make changes of your own, you can
make a copy from the File menu in the Google Docs toolbar above.
This document can only be utilized for personal use and not to create new games
incorporating Wizards IP or anything else that can or will be distributed that does
not also conform to Wizards of the Coast’s Fan ContentPolicy.

Sources of Inspiration
This adaptation was primarily inspired by the original presentation of Eberron through the
Eberron Campaign Setting and other setting supplements for Dungeons & Dragons v3.5.
Eberron: Rising from the Last War and Wayfinder’s Guide to Eberron, Keith Baker’s personal
vision of Eberron, both for 5e Dungeons & Dragons, have also influenced some of the
interpretations of core setting concepts into Savage Worlds mechanics.

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A number of Savage Worlds products by Pinnacle Entertainment Group, Inc. have also
inspired some ideas for this adaptation, namely the Savage Worlds Fantasy Companion, the
Savage Worlds Horror Companion, the Savage Worlds Pulp GM's Toolkit, 50 Fathoms Player's
Guide, Lankhmar: City of Thieves, Slipstream Player’s Guide, and of course Savage Worlds
Adventure Edition. In many cases, this document references material available in those
products. Links to where they can be purchased are included throughout the document.
~Kristian Serrano

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Setting Rules
Prophecy Shards
It is believed that the Draconic Prophecy touches everyone. Prophecy Shards are a reflection of
the influence of the Draconic Prophecy on the fate of the adventurers. In place of Bennies,
Eberron uses translucent shards reminiscent of dragonshards. References to Bennies in Savage
Worlds equate to Prophecy Shards in Eberron, but with the following modifications.
Prophecy Shards come in three colors as presented below. Each corresponds to a different
type of dragonshard and offers different possible uses. At the start of each game, the Prophesier
puts four Eberron (pink), two Khyber (blue), and one Siberys (yellow) Shards per player into a
pouch or other container along with one additional set. Each player then randomly draws as
many Shards as her adventurer is allowed. The Prophesier draws the usual number after the
players (see Game Master Bennies in the Savage Worlds core rules).
At the end of each session, all Prophecy Shards return to the cache.
Eberron Shards: Eberron Shards are the most common of the three types, and they behave
exactly as Bennies presented in the Savage Worlds core rules.
Khyber Shards: As an alternative use to the standard rules for Bennies, Khyber Shards
allow a player to add a d6 to their character’s Trait or damage total which can Ace. Whenever a
player uses this Shard in this way, the Prophesier keeps the Shard for his NPCs and monsters.
Players do not draw an extra Prophecy Shard when the Prophesier uses this option.
Siberys Shards: Siberys Shards work exactly as Khyber Shards, but the Prophersier does not
keep the Shard as it is returned to the Cache.

One-shots and Conventions


Randomly drawing Prophecy Shards works well for ongoing campaigns or multi-session
adventures as the Draconic Prophecy reveals itself to the adventurers each session. However, if
running a one-shot or convention game, a player might not get to enjoy using a Siberys or
Khyber Shard if their luck is bad.
Instead of drawing randomly during a one-off session, consider giving each player one Shard
of each type. This lets them use their Shards more strategically while also enjoying the benefit
of each type—or risk in the case of the Khyber Shard.
If an adventurer starts with fewer than three Shards, ensure they at least have a Siberys Shard
and possibly a Khyber Shard. If they start with more than three Shards, have them randomly
draw their additional Shards.

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Conviction
Eberron campaigns include the Conviction Setting Rule presented in the Savage Worlds core
rules. The token for this reward is a red Prophecy Shard called the Heart of Eberron—a pure
Eberron Shard that is richer in color than the typical pink Eberron shard.
Instead of the uses presented in the Conviction Setting Rule, the Heart of Eberron can be
used in one of the following ways:
1. As a Siberys Shard with an additional +2 added to the total.
2. To reroll any roll including rolls on a table and running die rolls.

Multiple Languages
The world of Eberron features many cultures and races. See Multiple Languages under
Setting Rules in the Savage Worlds core rules.

Three-Dragon Ante Action Deck


Using the Three-dragon Ante deck as an Action Deck is entirely optional, but it can provide
some fun in-world flavor for an Eberron campaign.
Initiative order is determined by numerical values as normal. Ties are broken using the
following lists ordered strongest to weakest.
Original Deck: Bahamut (Joker), Tiamat (Joker), Dracolich (Joker), gold, red, silver, blue,
bronze, green, copper, black, brass, white, mortals.
Emperor's Gambit Deck: Io (Joker), Hatchling (Joker), mithral, adamantine, earthquake,
steel, purple, mercury, gray, iron, shadow, brown, mortals.

Other Uses for Cards


Savage Worlds has many Situational or Setting Rules that use a standard poker deck to
determine results such as Chases in the core rules, Traps in Pulp GM's Toolkit, and Rituals
and Signs & Portents in the Horror Companion. For those cases, use a standard poker deck.

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Other Setting Rules


If the campaign features even more empowering characters, the following optional settings
rules can help make the adventurers feel more heroic. It is up to the Prophesier to decide which
additional settings rules are applied in the campaign.
● Savage Worlds core rules
○ Born a Hero
○ Creative Combat
○ Fanatics
○ Fast Healing
○ Heroes Never Die
○ Wound Cap
● Flash Gordon
○ Cliffhanger
● Artificer’s Codex
○ Crafting permanent magic items

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Creating Adventurers
Before you get started creating your adventurer, you’ll want to download a copy of the Eberron
character sheet for Savage Worlds.

Character Concepts
With all of the character options available, it might be challenging to understand how to
express a concept for your character. Below are lists of suggested Skills and Edges that emphasize
the abilities of archetypal characters typically found in the world of Eberron.

Artificer
Skills: Academics, Artifact Hunter, Magewrighting, Repair, Research, Thievery
Background Edges: Arcane Background (Magewright), Arcane Background (Dragonmark:
Mark of Making)
Power Edges: Artificer, Improved Artificer, Master Artificer, Attune Arcane Weapon, Imbue
Item (i.e., Gadgeteer)
Weird Edges: Homunculus, Imbue Item (i.e., Gadgeteer), Scavenger

Assassin
Skills: Athletics, Fighting, Notice, Shooting, Stealth, Thievery
Background Edges: Alertness, Ambidextrous
Combat Edges: Calculating, Dead Shot, Improvisational Fighter, Level Headed, Improved
Level Headed, Marksman, Martial Artist, Martial Warrior, Mighty Blow, No Mercy,
Two-Fisted
Professional Edges: Acrobat, Combat Acrobat, Assassin, Thief
Social Edges: Menacing
Weird Edges: Danger Sense

Barbarian
Skills: Athletics, Fighting, Intimidation, Notice, Riding, Stealth, Survival, Taunt
Background Edges: Alertness, Berserk, Berserk Luck, Brave, Brute, Fleet-Footed, Luck, Great
Luck, Quick
Combat Edges: Brute, Close Fighting, Improved Close Fighting, Dirty Fighter, Really Dirty
Fighter, First Strike, Improved First Strike, Free Runner, Frenzy, Improved Frenzy, Hard to
Kill, Harder to Kill, Improvisational Fighter, Iron Jaw, Killer Instinct, Nerves of Steel,
Improved Nerves of Steel, No Mercy, Sweep, Improved Sweep, Trademark Weapon, Improved
Trademark Weapon, Two-fisted
Professional Edges: Acrobat, Combat Acrobat
Social Edges: Bolster, Menacing, Strong Willed, Iron Will
Weird Edges: Beast Bond, Beast Master, Danger Sense, Liquid Courage

Bard

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Skills: Athletics, Performance, Persuasion, Shooting, Taunt
Background Edges: Arcane Background (Miracles), Charismatic, Fame, Famous
Professional Edges: Acrobat, Combat Acrobat, Jack-of-All-Trades, Scholar, Troubadour
Social Edges: Bolster, Common Bond, Connections, Humiliate, Provoke, Rabble-Rouser,
Reliable, Retort, Streetwise, Work the Room, Work the Crowd

Bounty Hunter
Skills: Athletics, Fighting, Healing, Intimidation, Notice, Persuasion, Research, Shooting,
Stealth, Thievery
Background Edges: Alertness, Arcane Background (Dragonmark: Mark of Finding)
Combat Edges: Block, Improved Block, Brawler, Bruiser, Calculating, Combat Reflexes,
Counterattack, Improved Counter Attack, Dodge, Improved Dodge, Extraction, Improved
Extraction, Feint, First Strike, Improved First Strike, Free Runner, Improvisational Fighter,
Iron Jaw, Level Headed, Improved Level Headed, Mighty Blow, No Mercy, Trademark
Weapon, Improved Trademark Weapon, Two-Fisted
Professional Edges: Investigator
Social Edges: Connections, Menacing, Provoke, Streetwise, Strong Willed, Iron Will
Weird Edges: Danger Sense

Chronicler
Skills: Academics, Alertness, Notice, Performance, Persuasion, Research, Stealth
Background Edges: Alertness, Arcane Background (Dragonmark: Mark of Scribing),
Charismatic, Fame, Famous, Luck, Great Luck
Professional Edges: Investigator
Social Edges: Connections, Humiliate, Provoke, Rabble-Rouser, Retort

Cleric
Skills: Faith, Fighting, Healing, Persuasion, Research
Background Edges: Arcane Background (Miracles), Charismatic
Power Edges: Holy/Unholy Warrior
Professional Edges: Exorcist, Scholar
Social Edges: Connections
Weird Edges: Champion, Healer, One of the Chosen

Druid
Skills: Athletics, Druidism, Fighting, Healing, Riding, Stealth, Survival
Background Edges: Arcane Background (Druidism)
Professional Edges: Woodsman
Weird Edges: Beast Bond, Beast Master, Healer

Extreme Explorer
Skills: Academics, Athletics, Boating, Notice, Persuasion, Repair, Research, Riding, Shooting,
Survival, Taunt

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Background Edges: Alertness, Arcane Background (Dragonmark: Mark of Finding), Brave,
Charismatic, Elan, Luck, Great Luck
Combat Edges: Action Boost, Action Surge, Combat Reflexes, Elan, Hard to Kill, Harder to
Kill, Two-Fisted
Professional Edges: Ace, Acrobat, Combat Acrobat, Artifact Hunter, Explorer, Investigator,
Jack-of-all-Trades, Mr. Fix It, Scholar, Woodsman
Social Edges: Connections, Reliable
Weird Edges: Danger Sense, Scavenger

Fighter/Soldier
Skills: Athletics, Battle, Fighting, Gambling, Healing, Intimidation, Notice, Repair, Shooting,
Survival
Background Edges: Arcane Background (Dragonmark: Mark of Sentinel), Brave
Combat Edges: Any
Leadership Edges: Any
Professional Edges: Soldier
Social Edges: Bolster, Common Bond, Menacing, Reliable, Strong Willed, Iron Will
Weird Edges: Liquid Courage

Healer
Skills: Faith, Healing, Persuasion
Background Edges: Arcane Background (Miracles), Arcane Background (Dragonmark: Mark
of Healing)
Weird Edges: Healer

Noble/House Scion
Skills: Academics, Intimidation, Persuasion, Research, Riding, Taunt
Background Edges: Aristocrat, Arcane Background (Dragonmark: any), Charismatic, Fame,
Famous, Rich, Filthy Rich
Professional Edges: Scholar
Social Edges: Connections, Retort

Inquisitive
Skills: Academics, Intimidation, Notice, Persuasion, Research, Taunt, Thievery
Background Edges: Arcane Background (Dragonmark: Mark of Detection or Finding)
Professional Edges: Investigator
Social Edges: Connections, Provoke, Retort

Knight
Skills: Athletics, Battle, Fighting, Intimidation, Persuasion, Riding, Shooting, Taunt
Background Edges: Aristocrat, Attractive, Very Attractive, Brave, Brawny, Brute,
Charismatic, Elan, Fame, Famous, Rich, Filthy Rich
Combat Edges: Block, Improved Block, Calculating, Combat Reflexes, Counterattack,
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Improved Counterattack, Dodge, Improved Dodge, Extraction, Improved Extraction, Feint,
First Strike, Improved First Strike, Hard to Kill, Harder to Kill, Iron Jaw, Level Headed,
Improved Level Headed, Might Blow, Nerves of Steel, Improved Nerves of Steel, No Mercy,
Trademark Weapon, Improved Trademark Weapon
Leadership Edges: Any
Professional Edges: Knight
Social Edges: Bolster, Common Bond, Humiliate, Menacing, Provoke, Rabble-Rouser,
Reliable, Strong Willed, Iron Will

Monk
Skills: Athletics, Faith, Fighting, Intimidation, Notice, Performance, Persuasion, Psionics,
Stealth
Background Edges: Alertness, Ambidextrous, Arcane Background (Miracles or Psionics),
Fast Healer, Fleet-footed, Quick
Combat Edges: Block, Improved Block, Brawler, Bruiser, Calculating, Combat Reflexes,
Counterattack, Improved Counterattack, Dodge, Improved Dodge, Extraction, Improved,
Extraction, Feint, First Strike, Improved First Strike, Free Runner, Frenzy, Improved Frenzy,
Hard to Kill, Harder to Kill, Improvisational Fighter, Iron Jaw, Killer Instinct, Level Headed,
Improved Level Headed, Martial Artist, Martial Warrior, Mighty Blow, Nerves of Steel,
Improved Nerves of Steel, No Mercy, Two-Fisted
Power Edges: Concentration, Holy/Unholy Warrior, Mentalist, Soul Drain
Professional Edges: Acrobat, Combat Acrobat
Social Edges: Bolster, Provoke, Strong Willed, Iron Will
Weird Edges: Champion, Chi, Danger Sense, Drunken Monkey Liquid Courage

Necromancer
Skills: Academics, Faith, Intimidation, Persuasion, Research, Spellcasting
Background Edges: Arcane Background (Magic or Miracles)
Leadership Edges: Command, Command Presence, Fervor, Hold the Line, Tactician, Master
Tactician
Professional Edges: Scholar
Power Edges: Holy/Unholy Warrior, Necromancer, Master Necromancer

Paladin
Skills: Battle, Faith, Fighting, Healing, Intimidation, Persuasion, Riding
Background Edges: Arcane Background (Miracles), Relentless
Combat Edges: Block, Improved Block, Calculating, Combat Reflexes, Counterattack,
Improved Counterattack, Dodge, Improved Dodge, Extraction, Improved Extraction, Feint,
First Strike, Improved First Strike, Hard to Kill, Harder to Kill, Iron Jaw, Level Headed,
Improved Level Headed, Might Blow, Nerves of Steel, Improved Nerves of Steel, No Mercy,
Trademark Weapon, Improved Trademark Weapon
Leadership Edges: Command, Command Presence, Fanaticism, Fervor, Hold the Line,
Inspire, Natural Leader, Tactician, Master Tactician
Power Edges: Holy Warrior
Social Edges: Bolster, Common Bond, Connections, Reliable, Strong Willed, Iron Will

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Weird Edges: Champion, Healer, One of the Chosen

Airship Pilot/Ship Captain/Caravan Driver


Skills: Boating, Driving, Gambling, Piloting, Repair, Riding, Survival
Background Edges: Alertness, Arcane Background (Dragonmark: Mark of Passage or Storm),
Aristocrat, Charismatic, Elan, Luck, Great Luck, Rich, Filthy Rich
Leadership Edges: Command, Command Presence, Natural Leader
Professional Edges: Ace, Mr. Fix It

Psion/Psychic Warrior/Soulknife
Skills: Athletics, Battle, Fighting, Healing, Intimidation, Notice, Performance, Persuasion,
Psionics, Stealth
Background Edges: Alertness, Ambidextrous, Arcane Background (Psionics), Charismatic,
Elan, Fast Healer, Fleet-Footed, Quick
Combat Edges: Block, Improved Block, Brawler, Bruiser, Calculating, Combat Reflexes,
Counterattack, Improved Counterattack, Dodge, Improved Dodge, Extraction, Improved,
Extraction, Feint, First Strike, Improved First Strike, Free Runner, Frenzy, Improved Frenzy,
Hard to Kill, Harder to Kill, Improvisational Fighter, Iron Jaw, Killer Instinct, Level Headed,
Improved Level Headed, Martial Artist, Martial Warrior, Mighty Blow, Nerves of Steel,
Improved Nerves of Steel, No Mercy, Two-Fisted
Leadership Edges: Command, Command Presence, Fanaticism, Fervor, Hold the Line,
Inspire, Natural Leader
Power Edges: Concentration, Mentalist
Professional Edges: Acrobat, Combat Acrobat, Soldier
Social Edges: Bolster, Common Bond,Humiliate, Menacing, Provoke, Rabble-Rouser,
Reliable, Strong Willed, Iron Will
Weird Edges: Chi, Danger Sense, Healer, One of the Chosen

Ranger
Skills: Athletics, Fighting, Healing, Intimidation, Notice, Persuasion, Shooting, Survival
Background Edges: Ambidextrous, Brave, Fleet-Footed, Quick
Combat Edges: Marksman, Steady Hands, Two-Fisted
Professional Edges: Monster Hunter, Woodsman
Weird Edges: Beast Bond, Beast Master, One of the Chosen

Rogue
Skills: Athletics, Intimidation, Notice, Persuasion, Stealth, Taunt, Thievery
Background Edges: Alertness, Ambidextrous, Attractive, Very Attractive, Charismatic, Elan,
Fleet-Footed, Luck, Great Luck, Quick, Scavenger, Thief, Tricky Fighter
Combat Edges: Calculating, Feint, First Strike, Improved First Strike, Free Runner,
Improvisational Fighter, Lunge, No Mercy, Trademark Weapon, Improved Trademark
Weapon, Two-Fisted
Professional Edges: Acrobat, Combat Acrobat, Artifact Hunter, Thief
Social Edges: Connections, Femme Fatale/Ladykiller, Fence, Humiliate, Menacing, Provoke,

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Retort, Streetwise
Weird Edges: Danger Sense, Scavenger

Sorcerer
Skills: Intimidation, Persuasion, Spellweaving
Background Edges: Arcane Background (Sorcery)

Spy
Skills: Athletics, Fighting, Gambling, Intimidation, Notice, Persuasion, Research, Riding,
Shooting, Stealth, Survival, Thievery, Taunt
Background Edges: Alertness, Ambidextrous, Attractive, Very Attractive, Charismatic, Elan,
Luck, Great Luck, Quick
Combat Edges: Block, Improved Block, Brawler, Bruiser, Calculating, Combat Reflexes,
Counterattack, Improved Counterattack, Dead Shot, Dodge, Improved Dodge, Extraction,
Improved Extraction, Feint, First Strike, Improved First Strike, Free Runner, Hard to Kill,
Harder to Kill, Improvisational Fighter, Iron Jaw, Killer Instinct, Level Headed, Improved
Level Headed, Marksman, Martial Artist, Martial Warrior, Nerves of Steel, Improved Nerves of
Steel, No Mercy, Trademark Weapon, Improved Trademark Weapon, Two-Fisted
Professional Edges: Assassin, Investigator, Thief
Social Edges: Connections, Humiliate, Menacing, Provoke, Retort, Streetwise, Strong Willed,
Iron Will
Weird Edges: Danger Sense

Wandslinger
Skills: Magewrighting, Shooting, Spellcasting, Spellweaving
Background Edges: Ambidextrous
Combat Edges: Marksman, Steady Hands, Two-Fisted
Weird Edges: Danger Sense

Wandslingers in Savage Worlds


A wandslinger is anyone with the Shooting skill or an appropriate arcane skill. In Savage
Worlds, common wands are created as arcane devices (see Arcane Devices in Savage Worlds).
They have a pool of Power Points, and once they are depleted, the wand is spent until it is
recharged by a character with the Artificer Edge.
However, some wands are created as minor artifacts (see the Fantasy Companion or
Artificer’s Codex). These wands recharge their Power Points at the normal rate, unless their
creator had the Rapid Recharge or Improved Rapid Recharge Edges. Even rarer still are wands
that are major artifacts that do not use Power Points and can be activated repeatedly.
For wands that use Power Points, it’s possible to use a small Eberron dragonshard which
contains 10 Power Points. These wands typically have a socket into which the shard can be
embedded and attuned.
For an alternative approach to wandslingers using a specific Arcane Background with a
dedicated Wandslinging arcane skill, refer to Wand Magic available on the Savage Worlds
Adventurer’s Guild.

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Wizard
Skills: Academics, Research, Spellcasting
Background Edges: Arcane Background (Magic)
Power Edges: Arcane Crafter, Wizard
Professional Edges: Scholar

Races
The races presented below are balanced to 4 points of positive abilities.

Bugbear
● Low Light Vision (+1): Bugbears’ eyes are attuned to habitats with dim lighting.
They ignore attack penalties for Dim and Dark Illumination.
● Reach (+1): Bugbears are long-limbed goblinoids. They have Reach +1.
● Size +1 (+1): Bugbears are larger than humans. Their maximum Strength is d12+1
and they have a +1 Toughness.
● Stealthy (+1): Bugbears begin play with a d6 in Stealth. This increases their
maximum Stealth to d12+1.

Changeling
● Change Appearance (+3): Changelings can alter physical appearance at will as per
the disguise power except it cannot affect clothing or gear. The power has no limit
on duration. If unconscious from a Knockout Blow or dead, they return to their
natural form.
● Changeling Instincts (+2): Changelings are socially and psychologically intuitive
due to their adoption and understanding of different personas. They add 2 to rolls
made with one of the following skills: Intimidation, Persuasion, or Taunt.
● Outsider ( –1): If identified as a changeling, they have –2 to Persuasion as other
races tend to distrust them.

Daelkyr Half-blood
● Aberration (+1): Immune to poison and disease. Vulnerable to weapons made of
byeshk which inflict an additional +4 damage to aberrations.
● Low Light Vision (+1): Daelkyr half-bloods’ eyes function similarly to other
aberrations’ eyes. They ignore attack penalties for Dim and Dark Illumination.
● Outsider (–1): If the daelkyr half-blood’s symbiont is in a visible location, most
individuals will consider him a monstrosity, and he’ll suffer a –2 penalty to
Persuasion rolls with such individuals.
● Personal Symbiont (+2): Daelkyr half-bloods have a personal symbiont
appropriate for their Rank as presented in the table below. If a daelkyr half-blood's
personal symbiont perishes, he can grow a replacement on his own body. This
process takes 2d4 days. A daelkyr half-blood can’t replace other symbionts that he
hasn't grown from his own body. As a daelkyr half-blood reaches a new Rank, he
can optionally replace his personal symbiont with a new one for which he meets the
Rank requirement.
● Symbiont Mastery (+2): Daelkyr half-bloods have the Symbiont Mastery Edge.
● Symbiont Dependency (–2): Daelkyr half-bloods must be attached to the

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symbiont for at least one hour out of every 24 or gains a level of Fatigue each day
until Incapacitated. A day after that, they perish. Each hour spent reattached with
the symbiont restores a level of Fatigue.
● Unbalanced Mind (+1):Daelkyr half-bloods’ minds are in constant struggle due to
their mixed human and daelkyr heritage. Any creature that attempts to read the
thoughts of a daelkyr half-blood, or otherwise study his mind, must make a Spirit
roll or be Distracted and Vulnerable.

AVAILABLE SYMBIONTS

RANK SYMBIONT TYPES

Novice Breed leech, crawling gauntlet, throwing


scarab

Seasoned Stormstalk, winter cyst

Veteran Shadow sibling, spellwurm, tentacle whip

Heroic Tongueworm

Legendary Living breastplate

Dwarf
● Low Light Vision (+1): Dwarven eyes are accustomed to the dark of the
underearth. They ignore penalties for Dim and Dark Illumination (but not Pitch
Darkness).
● Reduced Pace (–1): Dwarves have short legs compared to human-sized races.
Decrease their Pace by 1 and their running die one die type.
● Stability (+1): +2 bonus to opposed Strength rolls for resisting Push attacks.
● Stonecunning (+1): Dwarves add 2 to Notice rolls related to unusual stonework.
● Tough (+2): Dwarves are stout and tough. They start with a d6 in Vigor instead of
a d4. This increases their maximum Vigor to d12+1.

Elf
● Agile (+2): Elves are graceful and agile. They start with a d6 in Agility instead of a
d4. This increases their maximum Agility to d12+1.
● Frail (–1): Elves aren’t as sturdy as most other races. Their Toughness is reduced by
1.
● Keen Vision (+1): +2 to Notice rolls for visual obscurities.
● Low Light Vision (+1): Elven eyes amplify light. Other races often claim they can
see stars in the elves’ eyes. They ignore penalties for Dim and Dark Illumination (but
not Pitch Darkness).
● Trance (+1): Elves don’t need sleep, but they must meditate in a semiconscious
state 4 hours every day.

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Eneko
● Brute Strength (+2): Eneko are naturally strong and start with a d6 Strength.
● Clumsy (–3): Eneko suffer a –2 penalty to all Agility rolls.
● Endure Elements (+2): Eneko have a +4 bonus to resist negative environmental
effects from heat and cold. This also counts as Armor against attacks based on those
elements.
● Immune to Poison (+1): Eneko are hardy and resistant to toxins.
● Outsider (–1): Most races are frightened by the mixed heritage of eneko, and eneko
are rather reserved and wary. They subtract 2 from Persuasion rolls when interacting
with races other than the Syrk half-giants or their own kind.
● Size +1 (+1): Eneko are the same size as half-giants.
● Sturdy (+2): Eneko have rugged physiology and start with a d6 in Vigor.

Gnome
● Illusionist (+4): Gnomes can create imaginary images and sounds within the range
of their sight and with a maximum volume of a 4” (8 yard) diameter sphere.
● Knowledgeable (+1): Gnomes begin play with a d6 in Common Knowledge. This
increases their maximum Common Knowledge to d12+1.
● Low Light Vision (+1): Gnomes' eyes are accustomed to seeing below ground.
They ignore attack penalties for Dim and Dark Illumination.
● Reduced Pace (–1): Gnomes have short legs compared to human-sized races.
Decrease their Pace by 1 and their running die one die type.
● Size –1 (–1): Gnomes are considered Size –1 and have –1 Toughness.

Goblin
● Low Light Vision (+1): Goblins’ eyes are attuned to habitats with dim lighting.
They ignore attack penalties for Dim and Dark Illumination.
● Nimble (+3): Goblins are quick and agile. They may ignore 2 points of
Multi-Action Penalties.
● Size –1 (–1): Goblins are considered Size –1 and have –1 Toughness.
● Stealthy (+1): Goblins begin play with a d6 in Stealth. This increases their
maximum Stealth to d12+1.

Halfling
● Athletic (+1): Halflings are nimble beings. They start with a d6 in Athletics instead
of a d4. This increases their maximum Athletics to d12+1.
● Brave (+2): Halflings have the Brave Edge. They add +2 to Fear checks and subtract
2 from Fear Table results (see Fear in Savage Worlds). .
● Lucky (+2): Halflings Wild Cards draw one additional Prophecy Shard per game
session.
● Reduced Pace (–1): Halflings have short legs compared to human-sized races.
Decrease their Pace by 1 and their running die one die type.
● Size –1 (–1): Halflings are considered Size –1 and have –1 Toughness.
● Stealthy (+1): Halflings begin play with a d6 in Stealth. This increases their
maximum Stealth to d12+1.

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Half-elf
● Heritage (+2): Half-elves mayexpress the grace of elves or human adaptability and
ingenuity. A half-elf may either start with a free Edge of his choice or a d6 in Agility
instead of a d4 (which also increases his Agility maximum to d12+1).
● Low Light Vision (+1): Half-elves ignore penalties for Dim and Dark Illumination
(but not Pitch Darkness).
● Skilled (+1): Sharing the ingenuity of their human relatives as well as having slightly
longer life spans, half-elves start with a d4 in any skill based on their experiences,
education, training, or culture. If the chosen skill is a core skill, it starts at d6 and the
skill’s maximum increases to d12+1.

Half-giant
● Brute (+2): Half-giants are stronger than they are agile. They treat Athletics as
linked to Strength instead of Agility for purposes of Advancement. Half-giants may
also resist Athletics Tests with Strength if they choose. Finally, half-giants increase
the Range of common thrown weapons from 3/6/12 to 5/10/20.
● Cumbersome (–2): Half-giants aren't the most dextrous creatures. They suffer a –1
penalty to Agility rolls.
● Elemental Resistance (+1): Half-giants gain a +4 bonus to resist heat. This also
acts as Armor against heat-based attacks.
● Low Light Vision (+1): Half-giants ignore penalties for Dim and Dark
Illumination (but not Pitch Darkness).
● Outsider (–1): Most races are intimidated by half-giants or simply don't know
what to make of them, often confusing them with their larger ancestors. Half-giants
subtract 1 from Persuasion rolls made to influence those who aren’t their own kind.
● Size +1 (+1): Half-giants are much larger than humans, standing about 6 ½ − 8 feet
tall. Their maximum Strength is d12+1 and they have a +1 Toughness.
● Stomp (+2): With a forceful stomp of their foot, half-giants can create a wave of
trembling earth. With a successful Athletics roll, targets caught within a Cone
Template originating from the half-giant’s step are knocked prone; with a raise, they
are also Shaken. Half-giants have 15 Power Points to use with this ability, and each
use costs 1 Power Point.

Half-orc
● Brute (+2): Half-orcs treat Athletics as linked to Strength instead of Agility for
purposes of Advancement. Half-orcs may also resist Athletics Tests with Strength if
they choose. Finally, half-orcs increase the Range of common thrown weapons from
3/6/12 to 5/10/20.
● Heritage (+2): Half-orcs may retain the strength of their orc parent or the
adaptability of their human ancestry. A half-orc may either start with a free Edge of
his choice or a d6 in Strength instead of a d4 (which also increases his Strength
maximum to d12+1).
● Impulsive (–2): Half-orcs are passionate and reactive. They often take action before
thinking things through.
● Low Light Vision (+1): Half-orcs ignore attack penalties for Dim and Dark
Illumination.
● Menacing (+1): Half-orcs start with a d4 in Intimidation.

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Hobgoblin
● Low Light Vision (+1): Hobgoblins ignore attack penalties for Dim and Dark
Illumination.
● Killer Instinct (+3): Hobgoblins win when tied in an opposed roll. When they
lose, they get a Reroll after the defender rolls. This occurs after the defender gets his
total, so the defender may not spend Bennies to adjust it further but may spend
Conviction.

Human
● Adaptable (+2): Humans begin play with one free Edge. They must meet its
Requirements as usual.
● Skilled (+2): Humans start with a d4 in any two skills based on their experiences,
education, training, or culture. If the chosen skill is a core skill, it starts at d6 and the
skill’s maximum increases to d12+1.

Kalashtar
● Charismatic (+2): Through their strong presence and psychic subtleties, Kalashtar
are adept at influencing others. They may Reroll immediately after failing a
Persuasion roll that’s not a critical failure.
● Dual Mind (+2):Because of the guidance from the quori spirit with which they are
bonded, Kalashtar can reroll opposed Psionics rolls.
● Enemy (Major) (–2): Kalashtar are constantly hunted by the Dreaming Dark and
the Inspired of Reidra.
● Mind Link (+2): Kalashtar have the Arcane Background (Psion or Warrior Adept)
Edge and begin with the mind link power as one of their known powers granted by
the Edge.
● Naturally Psionic (+1): Kalashtar begin play with a d4 in the Psionics skill.
● Outsider (–1): If identified as kalashtar, they subtract 1 from their Persuasion roll
as they seem to have alien dispositions with which most do not feel comfortable.

Orc
● Low Light Vision (+1): Orcs’ eyes are attuned to habitats with dim lighting. They
ignore attack penalties for Dim and Dark Illumination.
● Size +1 (+1): Orcs are larger than humans. Their maximum Strength is d12+1 and
they have a +1 Toughness.
● Primal Intuition (+2): Orcs start with a d4 (or a d6 if Notice) in two of the
following skills: Healing, Intimidation, Notice, Survival. If the chosen skill is a core
skill, it starts at d6 and the skill’s maximum increases to d12+1.

Shifter
● Keen Senses (+1): Shifters begin with a d6 Notice skill. The skill’s maximum
increases to d12+1.
● Low Light Vision (+1): Shifters ignore penalties for Dim and Dark Illumination
(but not Pitch Darkness).
● Shifting (Minor Shape Change) (+2): This ability allows a shifter to tap into his
lycanthropic heritage. At character creation, the player chooses a shifter ability from
the list below. Shifting is a free action and lasts 1 minute or until dismissed as a free

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action. While in this animal-like form, the shifter can ignore 1 Wound penalty.
When the shifting ends, the shifter must wait 4 hours before shifting again or suffer
a level of fatigue when the second shifting ends. This level of Fatigue can only be
removed after 4 hours of abstaining from shifting. If the shifter uses this ability
again during the recovery time, it inflicts another level of Fatigue that requires an
additional 4 hours of recovery time.
○ Beasthide: The skin of beasthide shifters harden, providing Armor +4.
○ Cliffwalk: The limbs, hands, and feet of cliffwalk shifters become
stronger, allowing cliffwalk shifters to add +2 to Athletics (climbing)
rolls, and climb at their full Pace.
○ Dreamsight: Dreamsight shifters' instincts and awareness become
heightened, granting them the beast friend power. The power affects
animals of Size +1 or smaller as well as swarms of Small size. Its effects
only last while shifting rather than the power's normal duration.
○ Gorebrute: Gorebrute shifters manifest powerful horns that can inflict
Str+d6 damage (see Natural Weapons in Savage Worlds core rules).
○ Longstride: The legs of longstride shifters elongate, and longstride
shifters balance on the balls of their feet. Their base Pace increases by 2
and their running die increases a die type.
○ Longtooth: The face of a longtooth shifter distorts, growing a canine
muzzle full of sharp teeth that cause Str+d6 damage (see Natural
Weapons in Savage Worlds core rules).
○ Razorclaw: The claws on the hands of razorclaw shifters grow and can
be used to make attacks dealing Str+d4 damage (see Natural Weapons in
Savage Worlds core rules).
○ Swiftwing: The arms of Swiftwing shifters grow leather flaps of skin
similar to a bat's wings, granting the ability to fly at a Pace of 6 per round,
and “run” for extra movement as usual. Maneuvering uses the Athletics
skill. These wings can be targeted, Bound, or Entangled by foes.
○ Truedive: Truedive shifters grow fins and webs of skin between their toes
and fingers. They become aquatic creatures that cannot drown in water,
can move their full Pace when swimming (see Movement in Combat in
Savage Worlds core rules).
○ Wildhunt: Wildhunt shifters' sense of smell becomes more sensitive,
providing a +2 bonus to Notice rolls.
○ Winterhide: A winterhide shifter gains a +8 bonus to resist the negative
effects of a cold environment. Cold damage is also reduced by 8.

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Warforged
● Built for War (–2): Warforged were designed, built, and trained as tools of war.
Negotiations were not part of their training, and their world knowledge off of the
battlefield is limited. They do not have Common Knowledge and Persuasion as core
skills.
● Integrated Protection (+1): A warforged is covered in tough plating made of
magically-treated woods and metals. Warforged gain a +2 Armor. Warforged are
unable to wear additional armor.
● Living Construct ( +6): Warforged are living constructs made from organic and
inorganic matter and are capable of emotions and conscious thought. They do not
need to breathe, eat, or drink, and are immune to poison and disease. Warforged also
don’t need to sleep, and arcane powers can’t put them to sleep; however, they must
spend at least six hours in a relaxed state. In this state, warforged remain conscious,
can see and hear as normal, and can perform simple tasks.
● Loyal (–1): Warforged are trained to protect their allies in combat, and will always
be the first to come to their rescue.
● Outsider (–2): With a long history of being dedicated soldiers of war, warforged
have difficulty blending into post-war Khorvaire. Most non-warforged strongly
dislike the sight of warforged as they stand as living reminders of the horror that was
the Last War. As such, warforged have –2 to Persuasion rolls when interacting with
non-warforged and are often treated as less than.
● Specialized Design (+1): Warforged are typically designed for specific purposes.
They start with a d4 in any skill based on their experiences, education, training. If
the chosen skill is a core skill, it starts at d6 and the skill’s maximum increases to
d12+1.
● Steel Fists (+1): Warforged may attack with their fists and deal Str+d4 damage.

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New Skills
Removed Skills
The Electronics, Hacking, Occult, Science, and Weird Science skills are not used.

Cosmology (Smarts)
The planes of Eberron affect every aspect of the material world. This skill covers knowledge of
the astral, ethereal, and shadow planes, the thirteen orbiting planes, their properties, planar
influences, native inhabitants, and manifest zones connected to them on the material plane.
For spells and magical effects related to the planes, use the appropriate arcane skill.

Crafting (Smarts)
Adventurers sometimes take time to create items from raw materials using appropriate tools.
Creating an item requires appropriate raw materials costing half the item’s total cost. Making
something is usually resolved as an extended skill check, with each skill roll representing
roughly a day’s work, though this may be smaller for particularly simple jobs.
The number of successes required and modifiers depend on the complexity, size, and cost of
the item to be created, as well as the availability of suitable plans and tools. A critical failure on
a skill roll means the work has been ruined and the raw materials wasted.

Magewrighting (Smarts)
Magewrighting is the arcane skill required for Arcane Background (Magewright).

Spellweaving (Spirit)
Spellweaving is the arcane skill required for Arcane Background (Sorcery), described in the
Fantasy Companion.

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New Edges
Disallowed Edges
Prohibited Edges: Double Tap, McGyver, Rapid Fire, Rock and Roll!, Two-Gun Kid.

Background Edges

Arcane Background
Arcane Background functions the same as in the core rules except it can be taken multiple
times. Each Arcane Background has its own set of powers, Power Points, and arcane skill.
When taking the New Powers Edge or Power Points Edge, it is for a specific Arcane
Background and should be noted as such.

Berserk Luck
Requirements: Wild Card, Novice, Berserk
When going Berserk, the adventurer has a greater ability to alter her luck than most others do.
This Edge grants 1 temporary Prophecy Shard while going Berserk. If the adventurer doesn’t
use this Prophecy Shard while going Berserk, it disappears when it ends.

Child of the Draconic Prophecy


The Draconic Prophecy favors the adventurer. This Edge is the Eberron name for the Destiny’s
Child Edge included with the Savage Worlds Adventure Deck.

Relentless
See Horror Companion

Racial Edges

Adamantine Body
Requirements: Novice, Warforged.
The warforged was created from a specially designed line made with adamantine giving him +4
Armor instead of the normal +2 from Composite Plating.
Special: This Edge must be taken during character creation.

Child of Khyber
Requirements: Heroic, Dragonmark race, d12+ in any two skills, cannot have Arcane
Background (Dragonmark or Aberrant Dragonmark) or Heir of Siberys
A Child of Khyber gains an Aberrant Dragonmark Arcane Background, but when she
activates a dragonmark power, she may automatically apply a single Ritual effect as if she had
successfully completed a Ritual to activate the power.

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Extra Shifter Ability


Requirements: Novice, Shifter (any)
The adventurer come from a mixed lineage of shifters and has one additional shifter ability.
They can manifest this additional ability while shifted as well.

Elite Shifter
Requirements: Novice, Shifter (any)
Either inherently or through conditioning, the shifter’s ability is enhanced beyond its normal
abilities. All abilities are in effect only while shifting.
● Beasthide: The shifter gains +2 Toughness.
● Cliffwalk: The shifter adds an additional +4 to Agility (climbing) rolls.
● Dreamsight: The shifter can spend a full round to gain extraordinary visual power,
gaining a +2 bonus to Notice rolls based on vision and can see creatures and objects
under the influence of the invisibility power.
● Gorebrute: With a successful charge attack, the shifter may use the Push action as a
free action. He may use any of the options available except shield bash. The Push
action still requires an opposed rull. The effects of the Push action are in addition to
the damage dealt by his horns.
● Longstride: The shifter’s Pace increases by an additional +2, and her running die
increases by another die type.
● Longtooth: Wounds dealt by the shifter’s bite attacks bleed copiously. Whenever
the shifter makes a successful damage roll from a bite attack, she adds +4 to the
damage.
● Razorclaw: If the shifter can charge at least 6" before attacking a target with her
claws, she can make two claw attacks at the end of the charge. The shifter also adds
+4 to damage rolls for each claw attack.
● Swiftwing: The shifter can fly at a Pace of 12”.
● Truedive: The shifter can swim at twice his Pace.
● Wildhunt: Non-visual senses improve to such a degree that the shifter’s Notice skill
increases by one die size. This increase applies to non-visual senses only.
● Winterhide: The shifter’s bonus to resist cold environments increases to +16. Cold
Damage is also reduced by 16.
Special: Shifters with the Extra Shifter Ability Edge may take this Edge a second time to
enhance the second trait.

Healing Factor
Requirements: Seasoned, Shifter, Vigor d8+
After the shifter’s current period of shifting ends, she may immediately make a free Soak roll to
remove any Wounds taken while shifted.

Heir of Siberys
Requirements: Heroic, Dragonmark race, d12+ in any two skills, cannot have Arcane
Background (Dragonmark or Aberrant Dragonmark) or Child of Khyber
An Heir of Siberys gains the Dragonmark Arcane Background, but when she activates the
power, she may automatically apply a single Ritual effect as if she had successfully completed a
Ritual to activate the power.

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Overload Metabolism
Requirements: Novice, Warforged, Agility d8+, Strength d8+
The warforged can heal damage at a cost to his other physical attributes by exciting his
warforged metabolism. Once per session, he can make a Vigor roll to repair damage. On a
success, he repairs one Wound. On a raise, he repairs two Wounds. Doing this reduces his
Strength and Agility by one die type for 10 minutes.
If the warforged is Incapacitated and has not yet used this ability, any use of the Imbue Item
Edge (i.e., Gadgeteer) targeted upon him automatically activates this Edge.

Psiforged Body
Requirements: Novice, Warforged, Arcane Background (Psionics)
This warforged’s body has trace amounts of psionically resonant deep crystal, providing her
with increased psionic power and the ability to store psionic energy in its body. This functions
as a mana stone (see Named Miscellaneous Magic in the Fantasy Companion) with 5 Power
Points. A warforged with this edge is sometimes referred to as a psiforged.
Special: This Edge must be taken during character creation.

Reactive Shifting
Requirements: Novice, Shifter (any), Quick
Some shifters can activate their abilities as a reflex. Reactive Shifting allows them to begin
shifting as a free action even when it's not their turn.

Shifter Acrobatics
Requirements: Novice, Shifter (Cliffwalk, Longstride, or Swiftwing), Athletics d8+
Your shifter’s heritage makes you even more agile and light-footed. When shifting, he adds +2
to Athletics rolls related to climbing, jumping, balancing, Tests, and Maneuvering (see Chases
in the Savage Worlds core rules).

Shifter Ferocity
Requirements: Seasoned, Shifter (any), Hard to Kill
A shifter with this Edge continues to fight without penalty if he is Shaken. Additionally,
further Shaken results do not cause a Wound.

Shifter Savagery
Requirements: Veteran, Shifter (Longtooth, Gorebrute, or Razorclaw), Berserk
Shifters from the wilds sometimes tap into their barbaric and animalistic natures concurrently.
While shifting and going Berserk simultaneously, the Berserk shifter adds +1d6 to the damage
dealt by his natural weapons.

Shifter Stamina
Requirements: Novice, Shifter (Beasthide, Truedive, or Wildhunt)
Some shifters can persist with endurance beyond most others. Shifters with this Edge are
immune to nonlethal damage, and the effects of fatigue and exhaustion are suppressed. When

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their shifting ends, any fatigue or exhaustion effects that would have taken effect during
shifting (or that were in effect when shifting began) take effect normally.

Shifting Recovery
Requirements: Novice, Shifter
After shifting ends, the recovery time to remove a level of Fatigue is halved. This Edge can be
taken multiple times, each time halving the recovery time to a minimum of 15 minutes.

Unarmored Body
Requirements: Novice, Warforged
To offer more versatility, House Cannith produced a line of warforged without armor like
most others. Unarmored warforged do not have the Composite Plating racial ability (and its
+2 Armor), but instead may wear any armor sized to fit a large human.
Special: This Edge must be taken during character creation.

Combat Edges

Action Boost
Requirements: Wild Card, Seasoned
The adventurer’s Wild Die increases one die size when spending a Prophecy Shard to reroll a
Trait roll.

Action Surge
Requirements: Wild Card, Seasoned
The adventurer can spend a Prophecy Shard to take one additional action on her turn. This
action does not add or include a Multi-Action penalty. Any other actions on that turn are still
accounted for when determining the penalty for those other actions.

Brutal
From Lankhmar: City of Thieves

Close Fighting
From 50 Fathoms Player’s Guide or Lankhmar: City of Thieves

Improved Close Fighting


From 50 Fathoms Player’s Guide or Lankhmar: City of Thieves

Determination
From Flash Gordon

Lunge
From Lankhmar: City of Thieves

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Oversized Weapon Master


From 50 Fathoms Player’s Guide

Spot Weakness
From Lankhmar: City of Thieves

Sucker Punch
From Pulp GM's Toolkit and Slipstream Player’s Guide

Two-Fisted
As in Savage Worlds core rules but covers both melee and ranged weapons.

Leadership Edges

Fanaticism
From Horror Companion

Power Edges

Attune Arcane Weapon


Requirements: Seasoned, Artificer
Some artificers become adept at eking every advantage out of an arcane device’s enchanted
qualities.
When wielding a weapon that is an arcane device, artificers with this Edge gain a +1 bonus
on attack and damage rolls. They must spend 24 hours with a newly acquired magic weapon
before they can gain this benefit when wielding it.

Arcane Mastery
Requirements: Heroic, Arcane Skill d8+
Some wielders of arcane, divine, or psionic energy are able to draw forth even more power from
their abilities. An adventurer with the Arcane Mastery Edge gains access to more potent Power
Modifiers (see More Powerful Modifiers).

Artificer
As presented in the Savage Worlds core rules, but with the following modifications.
All items created require the crafter to create or obtain a schema of the arcane device’s
design.
Consumable items such as potions or herbal remedies require the arcane skill roll upon
creation rather than at the time of use. The creator knows immediately whether her arcane skill
roll succeeded or failed.
Optionally, the artificer can use a small Eberron shard as a source of Power Points for the
arcane device instead of her own.

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Improved Artificer
From Artificer’s Codex

Master Artificer
From Artificer’s Codex

Extra Effort
Adventurers with Arcane Background (Aberrant Dragonmark) or Arcane Background
(Dragonmark) can select this Edge as if they had Arcane Background (Gifted).

Imbue Item
Requirements: Seasoned, Arcane Background (Magewright), Magewrighting d6+
Magewrights in Eberron understand and can manipulate magical energy in such a way that
enables them to quickly imbue items and constructs, including living constructs, with
infusions (powers imbued on objects). Imbue Item is the Eberron name for the Gadgeteer
Edge. This version of the Edge is limited to the following powers (as with the Gadgeteer Edge,
different trappings can be applied each time the magewright casts an infusion on an item):
arcane protection, barrier, boost/lower Trait, deflection, detect/conceal arcana, elemental
manipulation, environmental protection, light, protection, repairing, smite.

Necromancer
See Horror Companion

Master Necromancer
See Horror Companion

Psychic Rush
Requirements: Wild Card, Heroic, Arcane Background (Psionics)
Some psionicists can occasionally activate a psionic power with less effort. A psionicist with
this Edge can spend a Prophecy Shard to Short a power by d6 Power Points without any
penalty applied to the arcane skill roll.

Troubadour
See Fantasy Companion

Weird Edges

Beast Master
An adventurer can select a magebred animal for this Edge, but the magebred animal must be
purchased from House Vadalis. The cost is twice that of its normal counterpart.

Homunculus
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[This will likely need revision after the new Fantasy Companion comes out. It seems as though
Beast Master might replace Familiar mechanically.]
Requirements: Seasoned, Craft Arcane Device, arcane skill d10+
The crafter has created a homunculus. The construct created varies with the crafter's Rank
when he first takes this Edge. Use the Available Homunculi table to determine the type of
construct a crafter can choose.

AVAILABLE HOMUNCULI

RANK HOMUNCULI TYPES

Seasoned Dedicated wright, expeditious messenger, furtive filcher

Veteran Arbalester, iron defender, packmate, persistent harrier


The crafter and the homunculus acquire the Loyal Hindrance with regard to each other.
The homunculus cannot refuse to follow the crafter's orders and follows orders precisely.
For example, an iron defender will relentlessly pursue a target until given another order.
The creator and homunculus are telepathically linked and automatically know what the
other knows. This communication functions out to a distance equal to the crafter’s Smarts x
100 yards. A homunculus never travels beyond this distance willingly but can be moved
forcibly.
The homunculus is a Wild Card with respect to Wounds and the Wild Die, but has no
Prophecy Shards. The crafter may spend his for the homunculus, however.
Each additional time this Edge is taken, the crafter can pick one of the powers below. Each
power may only be taken once. The crafter may take this Edge only once each Rank.
● The crafter can transfer Wounds and Fatigue levels to or from his homunculus as a
free action.
● The crafter may increase one attribute of his choice which is lower than that of the
homunculus by one die, to a maximum of d12.
● The homunculus can use the crafter’s Combat Edges as its own.
● Any spells the crafter casts on himself also affect the homunculus. If he casts armor
with a raise, both he and his homunculus gain +4 Armor for the duration, for
example.
● The homunculus has 5 Power Points, which the crafter may use as if they were his
own. They recharge at the same rate as the crafter’s (usually 1 per hour).
If the homunculus is destroyed, the character must take this Edge again to create a new
homunculus. However, the previous acquisitions of this Edge to add to its abilities are applied
to the new homunculus.

Psicrystal
[This will likely need revision after the new Fantasy Companion comes out. It seems as though
Beast Master might replace Familiar mechanically.]
Requirements: Novice, Arcane Background (Psionics), Smarts d8+
A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a
semblance of life. It appears as a crystalline construct about the size of a human hand.
Psicrystal Personalities: A psicrystal has its own personality (a fragment of the owner’s
personality), which gives its owner a bonus on certain types of Trait Tests, as given on the table
below. These special abilities and bonuses apply only when the owner and the psicrystal are
within 1 mile of each other.

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PSICRYSTAL PERSONALITIES
PERSONALITY BENEFIT TO OWNER

Bully +1 bonus on Intimidation checks

Friendly +1 bonus on Persuasion checks

Hero +1 bonus on Vigor rolls

Nimble +1 bonus on Agility rolls to interrupt actions

Observant +1 bonus on Notice checks

Resolved +1 bonus on Spirit rolls

Sage +1 bonus on Academics rolls

Single-minded +1 bonus to Psionics rolls while maintaining powers

Sneaky +1 bonus on Stealth checks

Sympathetic +1 bonus on Smarts rolls


Each psicrystal has a distinct personality, chosen by its owner at the time of its creation from
among those given on the table. Upon taking this Edge, its owner typically gets a feel for a
psicrystal’s personality only through occasional impulses, but as the owner increases gains
experience, the psicrystal’s personality becomes more pronounced.
As the owner advances, it is not uncommon for a psicrystal to constantly ply its owner with
observations and advice, often severely slanted toward the psicrystal’s particular worldview.
The owner always sees a bit of himself in his psicrystal, even if magnified and therefore
distorted.
Psicrystal Advancement: At each Rank of the owner, the psicrystal has the following
abilities:
● Novice: Armor +1; Smarts d4
● Seasoned: Armor +2; Smarts d6
● Veteran: Armor +3; Smarts d8
● Heroic: Armor +4; Smarts d10
● Legendary: Armor +5; Smarts d12
A psicrystal can speak one language of its owner’s choice (so long as it is a language the
owner knows). A psicrystal can understand all other languages known by its owner, but cannot
speak them.
Because of the telepathic link between a psicrystal and its owner, the owner has the same
connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a
room, the owner can teleport into that room as if he has seen it too, negating the –4 penalty for
the destination being an unknown area; the –2 penalty for not being able to see it presently
might still apply.
The psicrystal is a Wild Card with respect to Wounds and the Wild Die, but has no
Prophecy Shards. The owner may spend his for the psicrystal, however.
Each additional time this Edge is taken, the psion can pick one of the powers below. Each
power may only be taken once. The psion may take this Edge only once each Rank. Taking it

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during character creation allows the psion to take it again while he’s a Novice.
● The psicrystal gains Arcane Resistance against psionics.
● The psion can transfer Wounds and Fatigue levels to or from his psicrystal as a free
action.
● The psion can use the psicrystal's senses as if they were his own. This requires
concentration. The maximum range for this ability is the psion's Smarts x 100 yards.
● Whenever the psicrystal is adjacent to or in the possession of its owner, the owner
has the Alertness Edge.
● Any powers the psion manifests on himself also affect the psicrystal. If he manifests
armor with a raise, both he and his psicrystal gain +4 Armor for the duration, for
example.
● The psicrystal has 5 Power Points, which the psion may use as if they were his own.
They recharge at the same rate as the psion's (usually 1 per hour).
● The psicrystal can act as a conduit for the psion's powers by delivering touch powers
manifested by its owner. The owner and the psicrystal must be in contact at the time
the power is manifested. The power must be delivered before the owner can
manifest another power. At Legendary Rank, the owner can manifest the power
through the psicrystal to a distance of up to 1 mile.
● At Seasoned Rank or above, the owner, as a standard action, can will his psicrystal to
fly with Pace 6. The effect lasts for one day (or until the owner dismisses it, at which
point the psicrystal drifts gently to the ground).
If the psicrystal is destroyed, the character must take this Edge again to create a new
psicrystal. However, the previous acquisitions of this Edge to add to its abilities are applied to
the new psicrystal.

One of the Chosen


See Horror Companion

Symbiont Mastery
Requirements: Novice, Spirit d6+
The adventurer has stronger control over attached symbionts and benefits from increased
vitality from the attached symbionts. She gains a +2 bonus to Spirit rolls during any battle of
wills between her and the symbiont (see Intelligent Relics in Fantasy Companion). While at
least one symbiont is attached, the adventurer also gains a free reroll on Soak rolls.

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Gear
Melee Weapons
Alchemy Blade: Appearing much like a short sword, an alchemy blade has two channels
forming a groove on each side of the blade. As an action, a wielder is able to plug a flask of
alchemist's fire or alchemist's frost into its pommel, priming the weapon. (It could also accept a
flask of acidic fire or alchemist’s spark, but a single use of either of these would render the
weapon useless.)
When the wielder makes a successful Fighting roll using the primed blade, a pump forces the
substance through the hilt and along the blade's channels. In addition to the damage from
blade, the target also takes damage from the alchemist's fire or alchemist's frost with a chance of
catching fire in the case of the former. Adjacent creatures are not subject to damage. The
damage from the alchemical substance is rolled separately from the weapon damage for the
purpose of overcoming the target’s Toughness.
Cane, Monk’s: At first glance, a monk’s cane looks like an ordinary walking stick with a
straight shaft with hooked head often decorated and carved.
With a monk’s cane, the wielder gains a +1 bonus to Fighting rolls when attempting a
Disarm maneuver as well as a +1 bonus to Strength rolls to avoid being disarmed.
It is nearly impossible to tell that a monk’s cane is a weapon. An observer has to study the
cane’s owner carefully, making a successful Notice roll at –4 (or at –2 if the observer has the
Danger Sense Edge) to discern that the cane is dangerous in his hands. The wielder can make a
Persuasion roll or Stealth roll to avoid giving away his proficiency.
Cutting Wheel: Cutting wheels are handheld weapons that surround the fist with a blade.
The exact shape can vary. The traditional form is a solid circle of metal that has one small area
wrapped in leather as a handle. The rest of the wheel is bladed and features protrusions at
evenly spaced intervals for piercing and tearing. To protect the hand and aid in gripping, a
bladed guard is forged just above the grip on the inside of the wheel. The kalashtar designed
another version that is triangular in shape.
Because of the cutting wheel’s size and protected grip, a wielder ignores the –2 penalty on
Strength rolls to resist Disarm attempts.
Flute, Steel: Appearing as simple musical instruments, steel flutes are hollow shafts of
metal carefully crafted as balanced short staffs. While commonly made of steel, this Adaran
weapon can be made of just about any metal.
As with a monk’s cane, an observer must study a steel flute’s owner to tell the flute is a
weapon.
Scimitar, Valenar Double: The elves of Valenar employ a deadly double weapon with
curving scimitar blades on each end. Attacking with a double scimitar allows the character to
make two Fighting rolls as if attacking with two weapons, but doing so incurs a Multi-Action
penalty and a penalty for attacks made with the off-hand.
Sharrash, Talenta: A sickle-like blade at the end of a long pole, the Talenta sharrash was
created by the halflings of the Plains. A sharrash requires two hands to use and has a reach of
1".
Because of a sharrash's curved blade, a wielder can use the Fighting skill instead of Athletics
for a Push maneuver to knock the target Prone which requires only a success rather than a raise
as normal.
Spade, Monk’s: As many weapons in Sarlona, the monk’s spade evolved from a simple tool.
The spade is a double weapon with a broad slashing blade on one end and a bludgeoning

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counterweight on the other. The weapon allows the character to make two Fighting rolls as if
attacking with two weapons, but doing so incurs a Multi-Action penalty and a penalty for
attacks made with the off-hand. The wielder can use either the slashing or blunt head as the
primary weapon. The other head is the off-hand weapon. A warrior wielding a monk’s spade in
one hand can’t use it as a double weapon—only one end of the weapon can be used.
Spikard, Spear: A spear spikard appears the same size as a shortspear but thicker. The shaft
is hollow and is capable of projecting a bolt as part of a melee attack. Along the rear of the shaft
is a channel into which a bolt can be loaded as well as a spring-based firing mechanism. Loading
a spear spikard requires an action much like loading a light crossbow.
A wielder cannot use a spear spikard to shoot bolts at range, nor does throwing the weapon
fire the bolt. The weapon propels the bolt with a successful Fighting roll which automatically
triggers the mechanism, propelling the bolt directly into the target. The target takes piercing
damage equal to the weapon die (d6) in addition to the damage dealt by the initial attack.
Spikard, War: A war spikard operates similarly to the spear spikard but has a crossbow
mechanism that is melded smoothly into the weapon creating something that resembles a
warhammer.
The hammerhead of the war spikard is a nearly solid cylinder with a small conduit through
which the bolt is projected. The firing mechanism is located in the rear of the hammerhead.
The wielder loads the bolt through a channel similar to the one through which the bolt exits
on the striking surface. Loading a war spikard requires an action much like loading a light
crossbow.
The war spikard cannot fire bolts as a ranged weapon. The weapon propels the bolt with a
successful Fighting roll which automatically triggers the mechanism, propelling the bolt
directly into the target. The target takes piercing damage equal to the weapon die (d6) in
addition to the damage dealt by the initial attack.
Sword, Hook: A single piece of forged metal makes up the grip, guard, and blade of this
weapon, which also has a smaller crescent blade on the outer part of the guard as well as a hook
on the end of the larger blade. The end opposite the hook and near the grip forms a dagger-like
spike that can be used for stabbing. The wielder can strike with the smaller crescent blade or
the spike, dealing the lower damage die for the weapon—piercing damage or slashing damage
respectively. The long, hooked blade of the weapon deals the higher damage die as slashing
damage.
With a hook sword, the wielder gets a +1 on Fighting rolls made to Disarm an enemy.
Sword, Spinning: Designed by the quori for warriors engaging with multiple enemies, the
spinning sword, or chattaval in Quori, is a whip-like weapon made of multiple long strands of
cord-like flexible steel. A spinning sword has a 1" reach.
A spinning sword can be hidden by wearing it as a belt. The grip functions as a buckle. A
successful Notice roll with a –2 penalty discerns that the belt is actually a weapon.
Tangat, Talenta: The tangat, a sword designed by the Talenta halflings, features a curved
scimitar-like blade mounted on a short haft.
Zulaat: Zulaats are Riedran weapons that have glaive-like heads at either end. Warriors can
fight with zulaats as if fighting with two weapons, but doing so incurs a multi-action penalty
and a penalty for attacks made with the off-hand. A creature can wield a zulaat in the primary
hand to make a single attack with no penalty.

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MELEE WEAPONS
MIN
WEAPON DAMAGE STR. WEIGHT COST NOTES

+1d6 damage from fire


or frost and an
additional 1d6 damage
Alchemy if using alchemist's fire
Str+d6 d6 2 350
Blade on subsequent rounds
if the target catches
fire (see Fire in Savage
Worlds)

+1 to Fighting rolls or
Cane,
Str+d6 d6 1 100 Strength rolls during
Monk’s
Disarm attempts.

Because of the cutting


wheel’s size and
protected grip, a
Cutting
Str+d6 d6 1 150 wielder ignores the –2
Wheel
penalty on Strength
rolls to resist Disarm
attempts.

Flute, Steel Str+d4 d4 2 150 —

Scimitar, Parry +1, 2 hands, can


Valenar Str+d8 d8 15 1,000 be used as a weapon in
Double each hand

Sharrash,
Str+d6+1 d6 10 250 2-handed
Talenta

+1 Parry, can be
Spade,
Str+d8 d8 10 20 bludgeoning or
Monk’s
slashing

Parry +1, +1d6


Spikard, piercing damage when
Str+d6 d6 3 200
Spear loaded with a spikard
bolt

AP1, additional 1d6


piercing damage when
Spikard, War Str+1d8 d8 9 350
loaded with a spikard
bolt

Sword, Str+d4 or d4 or +1 Fighting to Disarm


4 400
Hook Str+d6 d6

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Sword,
Str+d6 d6 3 500 Reach 1
Spinning

Tangat, 2-handed
Str+d6+1 d6 8 400
Talenta

2-handed or
Zulaat Str+d8 d8 12 800
single-handed

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Ranged Weapons
Boomerangs
If the wielder fails her throwing roll for the ranged attack, it misses the target and returns
normally. On a critical failure, the boomerang deviates from the thrower, including behind the
thrower (see Deviation under Area Effect Attacks in the Savage Worlds core rules).
Boomerang, Talenta: Boomerangs, commonly found among the halflings of the Talenta
Plains, are curved, polished sticks designed to return to the thrower.
Boomerang, Xen’drik: The three-pronged boomerang is an essential tool for hunting prey
among the drow of Xen’drik.

RANGED WEAPONS
MIN
WEAPON RANGE DAMAGE AP ROF STR. WEIGHT COST

Cane, Monk’s 2/4/8 Str+d6 — 1 d6 1 100

Cutting Wheel 2/4/8 Str+d6 — 1 d6 1 150

Boomerang,
6/12/24 Str+d4 — 1 d4 1 300
Talenta

Boomerang,
4/8/16 Str+d6 — 1 d6 2 400
Xen’drik

Flute, Steel 2/4/8 Str+d4 — 1 d4 2 150

Spikard, Spear 3/6/12 Str+d6 — 1 d6 3 200

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Special Substances and Items


Most special substances are consumable arcane devices (see Savage Worlds core rules) with
specific trappings. Each entry includes the power used for the effects of the item.
Acid: Acid can erode, weaken, and dissolve most materials. Adventurers can throw a flask of
acid as an Area Effect Attack (Range 2/4/8). The acid deals 2d6 damage to all characters in a
Small Blast Template. (blast with Small Blast Template modifier, 25gp)
Acidic Fire: Acidic fire is a combination of alchemist’s fire and acid. An adventurer can
throw a flask of acidic fire as an Area Effect Attack (Range 2/4/8). This substance can deal 1d6
acid damage and 1d6 fire damage to all targets in a Medium Blast Template. Victims also have a
chance of catching fire (see Fire under Hazards in the Savage Worlds core rules). (blast, 80gp)
Alchemist's Fire: Alchemist’s fire erupts when exposed to air. Adventurers can throw a
flask of alchemist's fire as an Area Effect Attack (Range 2/4/8). The fire deals 2d6 damage to all
characters in a Medium Blast Template. Victims also have a chance of catching fire (see Fire
under Hazards in the Savage Worlds core rules). (blast, 50gp)
Alchemist's Frost: A freezing counterpart to alchemist’s fire, alchemist’s frost drops to
extreme cold temperatures when it is exposed to air. An adventurer can throw a flask of
alchemist's frost as an Area Effect Attack (Range 2/4/8). It can deal 2d6 points of damage from
the intense cold to all characters in a Medium Blast Template. (blast, 62gp)
Alchemist's Spark: A flask of Alchemist's spark has two chambers that separates two
different substances. When the flask is broken, the mixed substances emit a powerful electrical
discharge that deals 2d6 damage from electricity to all characters in a Medium Blast Template.
(blast, 62gp)
Antitoxin: Antitoxin aids in resisting poisons. It adds +2 to Vigor rolls to resist poison for 1
hour. (healing with neutralize poison modifier, 125gp)
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke
when ignited. The smoke fills the area of a Small Blast Template. A strong wind dissipates the
smoke in 1 round. The stick is consumed after 1 round, and the smoke dissipates naturally.
(darkness (thick smoke) with a raise, 50gp)
Smokestick, Noxious: This smokestick releases a noxious cloud of smoke when it is
ignited. Aside from the obscuring effects of a normal smokestick, a noxious smokestick causes
any creature within the smoke to cough and retch. They must succeed on a Vigor roll or
become Distracted (see Poison under Hazards in the Savage Worlds core rules). (darkness
(thick smoke) infused with a poison, 200gp)
Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly
illuminates an area the size of a Large Blast Template. It glows for 6 hours, after which the gold
tip is burned out and worthless. (light, 8gp)

Tools and Skill Kits


Alchemist’s Trunk: Alchemists require tools to work their craft. This portable laboratory
contains a small oil lamp, glass beakers and tubes, distillation vases, tweezers, pipettes, and a
reference chart of common minerals and herbs. Creating consumable arcane devices without
an alchemist's trunk subtracts 2 from the arcane skill roll to activate the power. (15 lb, 1,000
gp)
Glyphbook: Glyphbooks are guides to deciphering the ancient scripts of Xen'drik. Using
the book requires some familiarity with the ancient languages (at least a d4 Language (Giant)),
but grants a +2 bonus on Language rolls made to read inscriptions on Xen'drik ruins. (2 lb, 20
gp)

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Holy Symbol, Flametouched Iron: Holy Warriors of the Church of the Silver Flame use
these holy symbols made from flametouched iron. When brandishing the holy symbol while
using the Holy Warrior Edge, the targets suffer a –2 penalty to Spirit rolls made to resist being
repulsed. (1 lb, 750 gp)
Inquisitive’s Kit: The inquisitive’s kit contains often-used tools of investigation, including
containers of various shapes and sizes; fine silk gloves; mundane dusts and brushes; tweezers,
picks, and probes; a magnifying lens; ink and quills; chalk and charcoal; parchment sheets; and
a small journal for recording notes. It grants a +2 bonus on Notice rolls made to investigate the
scene of a crime or other mystery. (4 lb, 300 gp)
Lockpicks: A character who tries to pick a lock without these tools suffers a –2 penalty to
her Thievery roll. (1 lb, 200 gp)
Warforged Repair Kit: Warforged repair kits contain the same organic and inorganic
materials that make up a warforged’s body as well specialized tools. The kit grants a +1 bonus
on Repair rolls made to repair damage to a warforged. (1 lb, 50 gp)

Clothing
Clothing, Darkweave: Interwoven strands of shadow and black thread make up this
beautiful but coarse cloth. Darkweave clothing grants a +1 bonus to Stealth rolls made in dim
light, darkness, or pitch dark. (+100 gp)
Clothing, Glamerweave: Glamerweave is a fine, light-weight fabric with illusions woven
into it. Its color shifts subtly and is hard to describe, which gives it a striking and strangely
beautiful appearance. Characters wearing glamerweave clothing gain an additional +1 bonus
to Persuasion rolls in social interactions. (–1lb, +100 gp)
Shiftweave: See Miscellaneous Magic Items.
Tailored Formal Clothes:This set of clothes is designed specifically to be expensive and to
show it. Anyone wearing tailored clothing may add +1 to his Persuasion rolls in situations
where his status has an effect. (200 gp)
Winter Gear: Characters without warm cloaks and boot covers suffer –2 to their Fatigue
rolls in cold weather. (3 lb, 200 gp)

Documents
Arcane Signet Ring: Dragonmarked houses use these rings for identification purposes.
These rings are set with large gemstones that contain an intricate runic pattern—actually an
arcane mark—that becomes visible when worn by the person for whom it was constructed. It is
extremely unusual for anyone who does not have the Aristocrat Edge as a member of a
dragonmarked house to wear an arcane signet ring. (150 gp)
Signet Brooch: Members of a house, whether actual scions or high-standing employees,
sometimes wear signet brooches instead of arcane signet rings to identify their affiliation.
Signet brooches don't contain arcane marks. (75 gp)
Identification Papers: Most people of the middle and upper classes, at least in the most
civilized areas of Khorvaire (Aundair, Breland, Karrnath, Thrane, Zilargo, and the Mror
Holds) carry identification papers with them at all times. Issued by national governments and
notarized by House Sivis, these papers present a detailed physical description of a person (the
wealthy sometimes commission small portraits of themselves), the person's name and
residence, and in some cases additional information about the person's affiliations (particularly
including any connection to a dragonmarked house, royalty, or a large institution). (2 gp, 5 gp
with portrait)
Letter of Marque: The concept of letters of marque originated during the Last War, when

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the rulers of the warring nations granted adventurers permission to attack ships and assets
belonging to other nations. The Treaty of Thronehold declared void all letters of marque that
existed at the time, but the idea survives in Breland, though in a rather altered form. The king
of Breland now issues papers granting adventurers permission to explore and plunder the ruins
of Xen'drik. Though such permission is not technically necessary, wise adventurers are sure to
secure it before using Sharn as a launching point for expeditions to Xen'drik. Those who try to
sell treasures from Xen'drik on the open market in Breland must produce a letter of marque or
face stiff fines—on top of forfeiting the treasure they won on their adventures. (500 gp)
Traveling Papers: Anyone who travels across national borders is usually required to carry
traveling papers identifying them, their residence, their destination, and their reason for travel.
Traveling papers consist of a parchment sheet with the appropriate information and an arcane
mark, carried in a leather folder. House Sivis, House Orien, House Deneith, and House
Lyrandar all offer traveling papers that are recognized throughout central Khorvaire. (2 sp)

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Magic
Arcane Backgrounds
Eberron for Savage Worlds introduces several new Arcane Backgrounds: Aberrant
Dragonmark, Dragonmark, and Druidism. In addition, there are some minor modifications to
the existing options found in the core book and the Fantasy Companion.

Arcane Background (Aberrant Marked)


Arcane Skill: Focus (Spirit)
Starting Powers: 1
Power Points: 15
This Arcane Background is only available to dragonmarked races. Adventurers with a true
dragonmark cannot select this Arcane Background as well.
The adventurer bears an aberrant dragonmark, descended from a bloodline of a corrupted
dragonmarked family.
Each time the adventurer selects the Power Points Edge for this Arcane Background, her
dragonmark changes into a larger, more complex pattern and increases in power.
Adventurers cannot take the New Powers Edge for this Arcane Background.
Powers: Blast, blind, bolt, lower Trait, burrow, burst, confusion, damage field, drain Power
Points, drain years, elemental manipulation (fire), entangle, fear, havoc, jet, legerdemain, mind
wipe, puppet, quake, relief, resurrection, shape change, sloth, slumber, smite, strength of the dead,
stun, summon ally, summon demon, summon elemental, summon spirit, telekinesis, zombie
Special: Characters with this Edge also have the Outsider (Minor) Hindrance, but do not
gain additional points for Traits and Edges.

Arcane Background (Dragonmarked)


Arcane Skill: Focus (Spirit)
Starting Powers: 3
Power Points: 5
This Arcane Background is only available to dragonmarked races. Adventurers with an
Aberrant Dragonmark cannot select this Arcane Background as well.
The adventurer has a dragonmark as appropriate to his race. The dragonmark grants the
ability to use dragonmark focus items and powers granted by the mark regardless of its Rank
requirement. The mark also grants a bonus to specific skills as indicated in the mark's
description (see Dragonmark Abilities).
Each time the adventurer selects the Power Points Edge for this Arcane Background, the
dragonmark changes into a larger, more complex pattern and increases in power.
Adventurers cannot take the New Powers Edge for this Arcane Background.

DRAGONMARK ABILITIES
MARK RACE SKILL BONUS POWERS

Mark of +1 to Persuasion and Darksight, detect arcana,


Half-elf
Detection Intimidation rolls related to divination

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Networking (see Savage


Worlds core rules)

Mark of Half-orc or Farsight, light, object


+1 to Survival rolls
Finding human reading

+1 to Riding or Persuasion Beast friend, boost trait


Mark of
Human when dealing with animals (animals only), empathy
Handling
(choose one) (animals only)

Mark of Boost Vigor, healing,


Halfling +1 to Healing rolls
Healing relief

Empathy (species of
+1 to Persuasion when human intelligence only),
Mark of
Halfling dealing with creatures of at elemental manipulation
Hospitality
least human intelligence (air, fire, and water only),
slumber

Drain Power Points


Mark of
Human +1 to Repair rolls (arcane devices only),
Making
repairing, mend

Mark of
Human +1 to Driving or Riding rolls Fly, speed, teleport
Passage

Mark of Magic mark, secret


Gnome +1 to Research rolls
Scribing writing, speak language

Mark of Deflection, protection,


Human +1 to Fighting rolls
Sentinel warrior's gift

Mark of Darkness, disguise,


Elf +1 to Stealth rolls
Shadow illusion

Elemental manipulation
Mark of +1 to Boating or Piloting rolls
Half-elf (air and water only), settle
Storm (choose one)
storm, zephyr

+1 to Notice or Thievery rolls Arcane protection,


Mark of
Dwarf related to locks or traps barrier, summon ally
Warding
(choose one) (sentinel)

Arcane Background (Druid)


Arcane Skill: Faith (Spirit)
Starting Powers: 3
Power Points: 10
Powers: Analyze foe, barrier, beast friend, blast, blind, bolt, boost/lower Trait, burrow, burst,
concentrate, darksight, deflection, detect/conceal arcana, dispel, divination, drain Power Points,
elemental manipulation, empathy (animals only), entangle, environmental protection, farsight,
fly, growth/shrink, havoc, healing, invisibility, jet, mind link (animals only), object reading,
protection, puppet, quake, relief, settle storm, shape change, sloth/speed, smite, storm, summon
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ally, summon elemental, suppress lycanthropy, wall walker, water walk, zephyr
Environments: Modifiers apply to Druidism rolls based on the environment in which they are
using their powers. While druids are typically powerful in natural environments, they suffer
penalties while within artificial or worked structures which block the natural magic flowing
within the Dragon Between.

ENVIRONMENT MODIFIERS
MOD ENVIRONMENT

+2 In the wild

+0 Rural (farm, worked cavern, mine)

−2 Urban (town or city, artificial structures)

Arcane Background (Magewright)


Arcane Skill: Imbuing (Smarts)
Magewrighting is simply a renaming of Weird Science to better fit Eberron. Magewrights use
their skills to create magic devices that assist with providing services (or weaponry). These
creations always require the use of Eberron dragonshards, either in the form of a shard that is
embedded in the device or ground and infused into the materials.
Magewrights can create arcane devices with any power except the following: empathy, mind
link, mind reading, mind wipe, telekinesis.
Magewrights cannot use the Jury Rig feature of Weird Science.
For more details about this Arcane Background, refer to Arcane Background (Weird
Science) in the Savage Worlds core book.

Arcane Background (Wizard)


Wizards have access to all powers except for the following: empathy, healing, mind link, mind
reading, mind wipe, object reading, relief, telekinesis.

Arcane Background (Faithful)


Faitfhful have access to all powers. Players should consult the Prophesier when selecting their
powers and trappings to determine which are appropriate for their chosen faith.

Arcane Background (Psion)


Below is a list of powers available to psionic characters.
Powers: Analyze foe, arcane protection, barrier, blast, blind, bolt, boost/lower Trait, burst,
concentrate, confusion, damage field, darksight, deflection, detect/conceal arcana, disguise, dispel,
drain Power Points, elemental manipulation, empathy, entangle (ectoplasm), farsight, fear, fly,
healing (self only), illusion, intangibility, invisibility, legerdemain, levitate, light/darkness,
mind link, mind reading, mind wipe, nightmares, object reading, protection, puppet, quake,
relief (self only), sloth/speed, slumber, smite, speak language, stun, summon ally (astral
construct), telekinesis, teleport, wall walker, warrior’s gift

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Arcane Background (Sorcerer)


Sorcerers use the same rules as Arcane Background Sorcery, found in the Fantasy Companion.

Rituals
Adventurers with an Arcane Background Edge are able to perform Rituals as presented in the
Horror Companion with only the following mechanical differences.
● Arcane Skill: Characters use their arcane skill to perform the Dramatic Tasks
associated with Rituals.
● Materials: A caster may attune an Eberron shard as part of his ritual. If a small
Eberron shard is attuned, the caster may add +1 to his arcane skill check each action.
If a greater Eberron shard is attuned, he may add +2. Because dragonshards used for
rituals are attuned, they cannot be reused for other purposes at the end of the ritual,
whether it was successful or not.
● Failure: Failure during a ritual results in the normal results in Backlash as usual as
well as the loss of any material components, including attuned dragonshards. If the
failure occurs on a Complication, all participants suffer 2d6 damage that ignores
armor.
Characters cannot use Rituals with Magewright, Aberrant Dragonmark, or Dragonmark
Arcane Backgrounds.

Spellcasting Services
Magic is a massive industry in Eberron, and many of the Dragonmarked Houses and their
guilds provide spellcasting services to those who can afford it. The cost of these services is 25gp
per Power Point, double for a raise.
It is assumed that any individual performing the service would at least have a d6 arcane skill
and would likely perform the casting with others who are making Support rolls to guarantee a
success (see Support in Savage Worlds core rules). If the customer pays for a success only, any
benefits from a raise are at no extra cost. If the customer requires a raise, the additional cost
accounts for any rerolls that might be necessary to achieve the desired result.

Rituals as a Service
If the spellcasting service required includes any enhanced effects achievable through Rituals,
the cost of the service increases by 50%, or 100% if a raise is also required.

Powers
Boost/Lower Trait
Add the following modifier to boost/lower Trait.

Modifiers
● TRAIT BONUS/PENALTY (+2/+4): For +2 points, a success instead adds or

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subtracts 1 to rolls made by the designated Trait, or 2 with a raise. For +4 points, the
bonus or penalty is 2, or 3 with a raise.

Lock/Unlock
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 1 day or Instant
Trappings: magical key, metal morphing, guarding spirit, magic seal, acid splash, turn to rust,
whispered persuasion
Lock magically seals objects that can be closed or locked. The caster can freely pass her own lock
without affecting it.
Adventurers may attempt to break the seal with an opposed Thievery roll vs. the caster’s
arcane skill. Success ends the power immediately. If the roll fails, the adventurer may make
another attempt on their next turn.
Unlock automatically opens objects that are sealed with mechanical devices such as bolts or
padlocks. Whether this damages the object or not depends on the trapping.
Unlock vs. Lock: Unlocking a seal created with lock is an opposed roll of arcane skills. This
can be attempted multiple times, but only once per turn. If the lock wins, the caster may
attempt to cast unlock again.

Modifiers
● STRONG (+1): The caster gains a +2 bonus when using either lock or unlock in an
opposed skill roll, or +4 with a raise. With lock, the object gains +2 Hardness, or +4
with a raise.
● ADDITIONAL RECIPIENTS (+1): The power may affect more than one target
for 1 additional Power Point each.
● PERMANENT (+1): Lock only. The enchantment becomes a duration of
Permanent.

Magic Mark
Rank: Novice
Range: Touch
Power Points: 1
Duration: Permanent
Trappings: mystical tattoos, invisible sigils, arcane runes
Magic mark can be visible or invisible. If a magic mark was created as a visible mark, a caster
can use conceal arcana to temporarily hide it. Casting detect arcana will reveal a permanent or
temporarily concealed magic mark. Casting dispel on an arcane mark can remove it
permanently.

Repairing
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: The caster must touch the object with at least one free hand.

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Repairing fixes damage to objects, including constructs and living constructs, that have taken
damage but are not entirely broken.
For Wild Cards, each use of repairing removes a Wound with a success, two with a raise. The
penalty to the caster’s arcane skill roll is the target’s Wounds, if any (to a maximum of –3 for
targets that can take more than three). A success removes one Wound, and a raise removes two.
The power may be cast additional times to remove additional Wounds.
For Extras or objects, the Prophesier must first determine if the construct or object is already
destroyed. If so, no repair may be attempted. If not, a successful arcane skill roll repairs the
construct or object.

Modifiers
● GREATER REPAIRING (+10): Greater repairing can actually rebuild objects
that are completely broken as long as all parts are still available. This spell may also
be used to restore constructs (but not living constructs) that have perished.
● CRIPPLING INJURIES (+20): For Living Constructs, the power can repair a
permanent Crippling Injury (see Incapacitation in the Savage Worlds core rules).
This requires an hour of preparation and only one casting is permitted per injury. If
it fails, this caster cannot heal that particular injury (but someone else may try). If
successful, the subject is Exhausted for 24 hours.

Secret Writing
Rank: Novice
Power Points: 1
Range: Touch
Duration: Permanent
Trappings: Chanting while writing, enchanted paper, magically transcribed spoken words
This spell requires ten minutes to cast and disguises the contents of a page, scroll, book or other
suitable writing material, making it appear however the caster wishes. The caster must specify a
command word when the spell is cast. Speaking the command word can reveal the true
contents of the page or hide it again. Speaking the command word twice in rapid succession
removes the spell completely. Dispel removes the effects of the spell and reveals the original
contents of the page.

Modifiers
● Suggestion (+2): The caster can designate specific individuals who can read it
automatically. To everyone else it appears as described above, but with an added
effect of a non-harmful suggestion such as “This scroll never existed.” The
suggestion must be defined when the power is activated. When the suggestion is
triggered, the unauthorized reader must make a Spirit roll opposed by the caster's
arcane skill roll originally made to activate the power.

More Powerful Modifiers


Eberron is filled with widely available low-powered magic. However, there are rare individuals
and groups who are capable of relatively powerful magic. Adventurers with the Arcane
Mastery Edge are capable of such arcane abilities and can utilize more potent power modifiers
available in Savage Rifts: The Mega Power List.

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More Powers
Many of the lists of powers above include powers that are not included in the Savage Worlds
core rules. These powers are available in other Savage Worlds products from Pinnacle
Entertainment Group. Below is a list of those powers and the setting or supplement in which
they can be found.
● Fantasy Companion
○ analyze foe
○ concentrate
○ draining touch
○ jet
● Horror Companion
○ bind entity
○ consecrate ground
○ corpse senses
○ drain years
○ enhance undead
○ grave shroud
○ grave speak
○ nightmares
○ spirit shield
○ strength of the dead
○ summon demon
○ summon spirit
○ suppress lycanthropy
● 50 Fathoms Player’s Guide
○ mend
○ quake
○ settle storm
○ storm
○ summon elemental
○ zephyr
○ water walk
● Flash Gordon
○ levitate

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Magic Items
Prophesiers are encouraged to include items presented under Treasure in the Fantasy
Companion in addition to the items in this section. In the case of the latter, prices should be
adjusted to suit the setting.
Prophesiers and players should refer to Arcane Devices in the Savage Worlds rules for
designing temporary items of their own creation. Additionally, Artificer’s Codex offers
supplemental rules for crafting permanent magic items.

Dragonshards
Unattuned dragonshards have Toughness 10. The process of attunement softens a stone
slightly, reducing its Toughness to 8.

DRAGONSHARD PRICES
VALUE
SIBERYS SHARDS RANGE AVERAGE VALUE

Small 4d4 × 50 gp 500 gp

Large 4d4 × 400 gp 4,000 gp

Greater 2d4 × 2,000 gp 10,000 gp

VALUE
EBERRON SHARDS RANGE AVERAGE VALUE

Small 2d8 gp 9 gp

Greater 4d4 × 20 gp 200 gp

VALUE
KHYBER SHARDS RANGE AVERAGE VALUE

Small 4d4 × 150 gp 1,500 gp

Greater 4d4 × 1,000 gp 10,000 gp

Siberys Shard Items


Dragonmark Focus: A dragonmark focus grants a +1, +2, or +3 bonus, depending on the
purity of the shard, to the wearer's Focus roll when activating a dragonmark power. (500 gp for
+1, 1,200 gp for +2, or 2,200 gp for +3)
Dragonshard Reservoir: A dragonmarked character who wears the ring for 24 hours
without removing it gains 5 additional Power Points to use for one specific dragonmark power.
If the character removes the ring, she must wear it for another 24 consecutive hours before she
can make use of its power. (2,500 gp)
Channeling Rod: A dragonmarked character using a channeling rod halves the Power

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Point cost when using her dragonmark power. This is especially useful when applying
modifiers to powers. (5,000 gp)

Quori Embedded Shards


Quori embedded shards are made from Siberys shards. They act as Major Artifacts (see
Using Magic Items in the Fantasy Companion).
Aura Mask: This shard holds an imprint of a complete personality, designed by the creator
of the item. An aura mask grants a +2 bonus to Spirit rolls made to resist the effects of analyze
foe. (1,250 gp)
Crystalline Eye: This shard acts as an additional eye, usually embedded in the palm of the
hand to allow for spying over and around obstacles. The crystalline eye also protects the bearer
from any attacks that require eye contact such as staring into the gaze of a medusa and similar
creatures with reduced risk.
If a character has at least four crystalline eyes scattered around his body and all four are
exposed, he gains the benefit of all-around vision. This ability provides a +2 bonus on Notice
rolls, and multiple opponents do not benefit from any Gang Up Bonus. (2,500 gp)
Ectoplasmic Armor: This shard grants +2 Armor to the bearer in the form of a barely
visible ghostly quori form composed of astral ectoplasm. The Armor from additional shards
stack to a maximum of +10. With each shard, the quori image becomes more visible with five
shards making it appear as if it were a tangible quori form. (2,500 gp)
Ectoplasmic Fist: This shard is embedded into one limb of the bearer’s choice. When
activated, it creates a ghostly outline of a quori limb surrounding it, and the bearer is not
considered to be an Unarmed Defender (see Savage Worlds core rules). (1,500 gp)
Faceted Persona: This shard carries the effects of boost Trait for one Attribute to which it is
attuned. (1,250 gp)
Multifaceted Persona: This shard acts just as a faceted persona shard. As an action,
however, the bearer can spend 5 Power Points to switch the Attribute to which the power is
applied. (2,500 gp)
Shadowsight: This shard bestows the darksight power upon the bearer. (2,500 gp)
Talent: This shard grants an additional +2 to rolls for either Athletics, Notice, or Stealth.
Each shard is attuned to one talent. (2,500 gp)

Miscellaneous Magic Items


Shiftweave: A suit of shiftweave can be embedded with up to five outfits, including
darkweave or glamerweave clothing with the price adjusted accordingly. The wearer can use a
free action to change the shiftweave clothing to any one of the outfits. At the Prophesier’s
discretion, shiftweave may provide a character with up to a +2 bonus on a Persuasion rolls for
disguises.
If embedding armor into shiftweave, only cloth or light leather armor are applicable (see
Armor in the Savage Worlds core rules). Magic garments, such as a cloak of invisibility, cannot
be embedded in shiftweave clothing. New outfits cannot be embedded after the clothing has
been created. (+25 gp)

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Grafts and Symbionts


Symbionts
A symbiont can only attach itself to a willing or helpless host.
In almost all ways, symbionts are identical to intelligent relics as presented in the Fantasy
Companion. In contrast to traditional intelligent relics, a symbiont’s personality and goals are
always connected to those of the daelkyr and generally alien ideologies.
The monster entries for each symbiont are available in the Bestiary.

Breed Leech
When a host attaches or detaches a breed leech, his Vigor decreases by one die type for 24
hours.
While attached, the symbiont grants its host 1 Toughness and a +1 bonus on Vigor rolls.

Crawling Gauntlet
When a host attaches or detaches a crawling gauntlet, his Vigor decreases by one die type for 24
hours.
Crawling gauntlets grant their hosts a Claw attack that inflicts Str+d4 damage.

Eyeworm
When a host attaches or detaches an eyeworm, his Vigor decreases by one die type for 24 hours.
Eyeworms can grant their hosts with supernatural guidance that temporarily increases a
Trait of its choice using the boost Trait power. They have 10 Power Points they can use to
activate or maintain the power. The eyeworm uses its Spirit die to bestow this power.

Living Breastplate
When a host attaches or removes a living breastplate, his Strength decreases by one die type for
24 hours.
A living breastplate increases its host's Vigor by two die types, increasing its maximum by
two as well. It also grants its host +4 Armor.
If its host is bleeding out, a living breastplate automatically stabilizes the host a free action.

Shadow Sibling
When a host attaches or detaches a shadow sibling, his Spirit decreases by one die type for 24
hours.
While the shadow sibling is attached, the host can cast deflection upon itself. The shadow
sibling has 5 Power Points, which the host can use to activate and maintain the power.
The shadow sibling also wraps the host in a shadowy layer when attached, granting a +2
bonus to the host’s Stealth rolls.
While attached to the host, a shadow sibling cannot act independently.

Spellwurm
When a host attaches or detaches a spellwurm, his Vigor decreases by one die type for 24 hours.

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A host with an attached spellwurm and the Arcane Background Edge automatically knows
boost Academics, deflection, and protection.

Stormstalk
When a host attaches or detaches a stormstalk, his Smarts decreases by one die type for 24
hours.
A host with an attached stormstalk can use their Shooting skill to activate the bolt power as a
ray of electricity from its eye. If hit, the target also suffers the effects of lower Agility.
While attached to a host, the stormstalk cannot act independently.

Tentacle Whip
When a host attaches a tentacle whip, his Agility decreases by one die type for 24 hours, but
this injury is inflicted again every 24 hours.
The host is unable to wield any weapons or shields in the hand to which the whip is
attached. Regardless of which hand the tentacle whip is attached to, it is never regarded as an
off-hand weapon.
A tentacle whip serves as a melee weapon that deals Str+d4 damage and with Reach 2. If a
victim is at least Shaken from the sting attack, the tentacle whip injects a Mild Poison into the
target. With a raise on the attack roll, the victim is also Vulnerable until his next action.
A tentacle whip grants a +2 to Disarm attempts
The host can use the tentacle whip to deliver touch-based powers.
Independently of the host’s actions, a tentacle whip can attack using its own Fighting skill.

Tongueworm
When a host attaches or detaches a tongueworm, his Vigor decreases by one die type for 24
hours.
Once attached, tongueworm grants its hosts a sting attack that deals Str+d4 damage. If a
victim is at least Shaken from the sting attack, the tongueworm injects a Paralyzing Poison (see
below). The host can also use the tongueworm for Grapple or Disarm attempts.
The tongueworm can bestow its Poison Immunity upon the host when attached.

Throwing Scarab
When a host attaches or detaches a throwing scarab, his Spirit decreases by one die type for 24
hours.
A throwing scarab secretes small shards of it's crystalline carapace. The host can throw one
of these shards as a magic ranged weapon. The shard deals 1d6 damage + 1d6 acid damage as it
dissolves into the target. It also has a range of 3/6/12. The throwing scarab secretes another
shard at the start of the host's next action.
Unused, detached shards dissolve harmlessly at the start of the host's turn.
While attached to a host, the throwing scarab cannot act independently.

Winter Cyst
When a host attaches or detaches a winter cyst, his Smarts decreases by one die type for 24
hours.
A host with an attached winter cyst can use their Shooting skill to activate the bolt power as a
ray of cold from its eye. If hit, the target also suffers the effects of lower Strength.

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While attached to a host, the winer cyst cannot act independently.

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Bestiary
New Special Abilities
Aberration
Aberrations are strange and alien monstrosities, often with innate psionic abilities. They are
immune to poison and disease. They are vulnerable to weapons made of byeshk which inflict
an additional +4 damage to aberrations.

Deathless
Deathless benefit from the same characteristics as undead (see Undead in Savage Worlds). The
energy used to create and heal deathless is positive energy instead of negative energy. They are
affected by negative energy just as living creatures are.

Living Construct
Living Constructs are made from organic and inorganic matter and are capable of emotions
and conscious thought. They lack some of the benefits of constructs, but also have some
distinct advantages. Living constructs do not need to breathe, eat, or drink, and are immune to
disease and poison. They also don’t need to sleep, and arcane powers can’t put them to sleep;
however, they must spend at least six hours in a relaxed state. In this state, living constructs
remain conscious, can see and hear as normal, and can perform simple tasks including using the
Repair skill on themselves. Living constructs cannot heal naturally, and characters using the
healing power or Healing skill on them subtract 4 from the respective rolls. Wounds must be
mended via the Repair skill (each attempt takes one hour per current Wound level and ignores
the “Golden Hour”) or the repairing power.

Engulf
The creature can completely swallow or surround targets it moves over, as long as it doesn't
make any other attacks the same round. Victims who fail an Agility roll are engulfed, and are
subject to attacks from the creature each round on the creature’s turn. Engulfed targets are
considered to be Grappled.

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✹ Ascendant councilor
Attributes: Agility d10, Smarts d12+2, Spirit d12+3, Strength d12+4, Vigor d12+2
Skills: Academics d12+5, Athletics d4, Battle d12+5, Common Knowledge d12+5,
Cosmology d12+5, Faith d12+5, Fighting d10, Notice d12+5, Persuasion d12+5, Research
d12+5, Spellcasting d12+5, Stealth d4
Pace: 7; Parry: 7; Toughness: 14 (3)
Edges: Arcane Background (Miracles), Arcane Mastery, Channeling, Concentration,
Improved Counterattack, Improved First Strike, Holy Warrior, Improved Rapid Recharge,
Power Surge, Soul Drain
Special Abilities:
● Armour +3
● Consecrated Aura: An ascendant councilor emits an aura of consecration with
effects identical to the consecrate ground power as if it were casted with a raise.
● Deathless: Add +2 to Toughness and Spirit rolls to recover from being Shaken,
ignore additional damage from Called Shots, ignore 1 point of Wound penalties,
don’t breathe or eat and are immune to disease and poison, don’t Bleed Out, and
can only be healed with magical healing. The energy used to create and heal
deathless is positive energy instead of negative energy. They are affected by negative
energy just as living creatures are.
● Purification: Any evil creatures hit by an ascendant councilor’s slam attack also
suffer the effects of lower Strength and lower Spirit powers. With a raise on the
attack, the purification lowers the evil creature’s Strength and Spirit by 2 die types.
● Spells: Ascendant councilors have 50 Power Points and know the following powers:
banish, bolt, boost/lower Trait, consecrate ground, damage field, detect/conceal arcana,
dispel, drain power points, draining touch, growth/shrink, havoc, healing, light,
puppet, smite, sloth/speed, stun
● Slam: Str+2d6.

Carcass Crab
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+3, Vigor d12+1
Skills: Athletics d4, Fighting d10, Notice d8, Shooting d4, Stealth d4
Pace: 6; Parry: 7; Toughness: 18 (2)
Special Abilities:
● Armor +2: Naturally adhesive shell.
● Camouflage: When hiding among corpses and debris, a carcass crab gains a +4
bonus to its Stealth rolls.
● Claws: Str+2d6.
● Bite: 1d4 while grappling only.
● Barb: 1d4 (Range 3/6/12).
● Low Light Vision: Carcass crabs ignore penalties for Dim and Dark Illumination.
● Spiny Defense: A creature that makes a successful Fighting roll with natural
weapons against a carcass crab takes 1d6 damage from the spears, swords, and other
sharp weapons adhering to its shell.
● Poison: If a target suffers a wound from a barb, the barb injects Mild poison (see
Poison in Savage Worlds).
● Size 8 (Huge): Carcass crabs have a Toughness modifier +8, a Scale modifier of +4,
and 2 Wounds.

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✹ Daelkyr
Attributes: Agility d12+2, Smarts d12+3, Spirit d12+2, Strength d12+2 , Vigor d12+3
(d12+2 without living breastplate)
Skills: Athletics d12, Fighting d12+1, Healing d12+2, Intimidation d12+2, Spellcasting
d12+2, Cosmology d12+2, Notice d12+2, Persuasion d12+2, Stealth d12+1, Survival d8 (+2
on other planes)
Pace: 8; Parry: 8; Toughness: 13 (3)
Treasure: Rich
Gear: Living breastplate (+4), tentacle whip (Str+d4, Reach 2, Poison)
Special Abilities:
● Aberration: Aberrations are immune to poison and disease. They take additional
+4 damage from weapons made of byeshk.
● Alien Mind: Any creature that attempts to reach into a daelkyr's mind with a
power risks suffering insanity. (GMs are encouraged to use a sanity system of their
choice).
● Aura of Madness:As a free action, Daelkyr can create an aura of madness using the
confusion power. The area of effect is a Medium Blast Template.
● Corrupting Touch: A daelkyr possesses the innate ability to twist and corrupt any
creature that it touches. This effect is equivalent to the lower Trait power. A
daelkyr's tentacle whip can channel this effect with a successful Fighting roll
regardless of whether the target is Shaken or Wounded from the attack.
● Infravision: Daelkyr halve penalties for Illumination when attacking living targets.
● Living Breastplate: +4 Armor. Increases Vigor by two die types. Stabilizes host
when bleeding out.
● Slam: Str+d4. Corrupting touch.
● Tentacle Whip: Str+d6. Reach 2. +2 bonus for rolls to Disarm. Corrupting touch.

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Dinosaurs
Glidewing
Glidewing is the name for pteranodons in Eberron.
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d10, Vigor d6
Skills: Athletics d10, Fighting d6, Notice d6, Stealth d6
Pace: 4; Parry: 6; Toughness: 8
Treasure: Meager, in nest
Special Abilities:
● Bite: Str+d6.
● Flight: Glidewings have a Flying Pace of 12”.
● Size 2: Glidewings have a Toughness modifier of +2.

Swordtooth Titan
Swordtooth titan is the name for a tyrannosaurus rexes in Eberron.
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d8
Skills: Athletics d4, Fighting d8, Notice d8, Stealth d6
Pace: 8; Parry: 6; Toughness: 15 (2)
Treasure: Worthwhile, in lair
Special Abilities:
● Armor +2: Swordtooth titans have thick, leathery hides.
● Bite: Str+d8; AP 2.
● Roar: As an action a swordtooth titan can emit a terrifying roar. All those who hear
the roar—typically anyone within a mile—must make a Spirit roll or be Shaken.
● Size 7 (Large): Swordtooth titans have a Scale Modifier of +3 and a Toughness
modifier of +7. They also can take one Wound before they’re incapacitated.

Clawfoot
Is the name of the Velociraptor in Eberron.
Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d8, Stealth d8
Pace: 8; Parry: 6; Toughness: 9 (2)
Treasure: Meager, in lair
Special Abilities:
● Armor +2: Clawfoots have thick leathery hides.
● Bite or Claw: Str+d6.
● Size 1: Clawfoots have a Toughness modifier of +1.

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Dolgaunt
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills: Athletics d10, Common Knowledge d4, Fighting d6, Notice d8, Stealth d8
Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Combat Reflexes, Frenzy
Special Abilities:
● Aberration: Aberrations are immune to poison and disease. They take additional
+4 damage from weapons made of byeshk.
● Armour +1: Dolgaunts have tough, leathery skin.
● Tentacles: Dolgaunts can strike with two tentacles with their Strength in damage
and a Reach of 1". They also add +2 to grappling rolls, including those made to hold
onto Entangled prey. Severing a tentacle is a Called Shot at –2. If damage exceeds the
dolgaunt’s Toughness, the limb is severed and the dolgaunt is Shaken. If it was
already Shaken, it takes a Wound. Attacking a tentacle that has Bound or Entangled
a friend is just like attacking characters in melee and uses the Innocent Bystander
rule.
● Blindsight: Ignore sight-based penalties and gaze attacks.
● Very Resilient: Can take two Wounds before Incapacitated
● Vitality Drain: If a dolgaunt gets hold of an opponent, it can burrow into the flesh
of its victim and draw out vital fluids using the tendrils that cover its skin. With a
raise on a Fighting roll to grapple, the dolgaunt decreases the victim's Vigor by 1 die
size (to a minimum of d4) in addition to normal damage. The decrease in Vigor is a
temporary injury as per the Incapacitation rules (recovered when all Wounds are
healed). An injured dolgaunt recovers 1 Wound every time it successfully uses this
ability.

Dolgrim
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Athletics d10, Common Knowledge d6, Fighting d6, Notice d4, Stealth d4
Pace: 5; Parry: 7; Toughness: 7 (1)
Gear: Leather armour (+1), morningstar (Str+d8), short spear (Str+d6; Parry +1), medium
shield (+1 Parry), light crossbow (Range 15/30/60; 2d6; AP 2)
Edges: Dodge, Two-Fisted
Special Abilities:
● Aberration: Aberrations are immune to poison and disease. They take additional
+4 damage from weapons made of byeshk.
● Dual Consciousness: A dolgrim has two brains coordinating its attacks. In
addition to providing +1 bonus on Spirit rolls, the dual brain enables a dolgrim to
make off-hand attacks at no penalty.
● Multiple limbs: A dolgrim’s additional arms allow it to ignore 2 points of
Multi-Action penalties each turn.
● Size –1: Dolrim have a Toughness modifier of +1.
● Very Tough: +1 Toughness.

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Drow
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6 , Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d8, Shooting d10, Stealth
d8, Survival d8
Pace: 6; Parry: 6; Toughness: 7 (2)
Hindrances: Outsider
Edges: Ambidextrous, Two-Fisted, Combat Reflexes, Marksman, Woodsman
Treasure: Meager per 3 warriors
Gear: Chitin armor (+2), Drow long knife (Str+d6 or Range: 3/6/12, Damage: Str+d6),
Xen'drik boomerang (Range: 4/8/16, Damage: Str+d6)
Special Abilities:
● Darkness: Drow can create an aura of magical darkness using the obscure power.
They have 5 Power Points usable solely for this power. These Power Points recharge
at a rate of 1 per hour and are unaffected by Rapid Recharge; Power Points from
other sources cannot be used with this power. Drow use Smarts as their arcane skill
for this power.
● Infravision: Drow halve penalties for Illumination when attacking living targets.

Hag, Dusk
Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12, Vigor d10
Skills: Athletics d4, Common Knowledge d8, Cosmology d10, Fighting d6, Notice d12,
Stealth d6
Pace: 6; Parry: 5; Toughness: 10 (3)
Edges: Alertness, Strong Willed
Special Abilities:
● Armour +3
● Claw: Str+d6.
● Immunities: Dusk hags are immune to any effects related to mind control, sleep, or
fear.
● Insight: When dreaming, dusk hags have flashes of insight about past, present, and
future events. (This serves only as a plot device.)
● Low Light Vision: Carcass crabs ignore penalties for Dim and Dark Illumination.
● Nightmare Touch: A successful touch attack subjects the victim to the effects of
the nightmares power the next time they sleep.
● Powers: Dusk hags have 20 Power Points and typically know the following
spells: boost/lower Trait, detect arcana, disguise, divination, darkness (dark cloud).

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Homunculus
Arbalester
Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d4, Notice d4, Shooting d8, Stealth d4
Edges: Marksman
Pace: 2; Parry: 2; Toughness: 1
Special Abilities:
● Bite: Str
● Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do
not suffer from disease or poison.
● Fearless: Immune to Fear and Intimidation
● Infravision: Arbalesters halve penalties for Illumination when attacking living
targets.
● Size –3 (Very Small): Arbalesters have a Scale Modifier of –4 and a Toughness
modifier of –3.

Dedicated Wright
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Magewright or Spellcasting d8, Athletics d4, Notice d4, Repair d6, Stealth d4
Pace: 2; Parry: 4; Toughness: 4
Edges: Artificer
Special Abilities:
● Hammer: Str+d4
● Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do
not suffer from disease or poison.
● Fearless: Immune to Fear and Intimidation
● Infravision: Dedicated wrights halve penalties for Illumination when attacking
living targets.
● Size –3 (Very Small): Dedicated Wrights have a Scale Modifier of –4 and a
Toughness modifier of –3.
● Item Creation: Dedicated wrights can craft basic items on behalf of its master. The
master provides all other resources, including the known power and Power Points.
The master must spend one hour channeling the power or powers into the dedicated
wright. Afterward, she may leave the dedicated wright to perform the task of
creating the item. The dedicated wright still invests the time needed as described
under Arcane Devices in the Savage Worlds core rules (typically one hour per
power).

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Expeditious Messenger
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d4, Vigor d8
Skills: Athletics d4, Notice d4, Stealth d12
Pace: 4; Parry: 2; Toughness: 0
Edges: Dodge, Extraction (Improved)
Special Abilities:
● Sting: Str
● Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do
not suffer from disease or poison.
● Fearless: Immune to Fear and Intimidation
● Flight: Expeditious messengers have a Flying Pace of 20” and Climb of 20”
● Infravision: Expeditious messengers halve penalties for Illumination when
attacking living targets.
● Message: An expeditious messenger's master can converse with a creature up to 1
mile away through the homunculus.
● Size –4 (Tiny): Expeditious messengers have a Scale Modifier of –6 and a
Toughness modifier of –4.

Furtive Filcher
Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d4, Notice d4, Stealth d12
Pace: 10; Parry: 2; Toughness: 1
Edges: Fleet-Footed
Special Abilities:
● Bite: Str+d4
● Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do
not suffer from disease or poison.
● Fearless: Immune to Fear and Intimidation
● Infravision: Furtive filchers halve penalties for Illumination when attacking living
targets.
● Size –3 (Very Small): Furtive filchers have a Scale Modifier of –4 and a Toughness
modifier of –3.

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Iron Defender
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d4, Fighting d6, Notice d4, Stealth d4
Pace: 10; Parry: 5; Toughness: 7 (2)
Edges: Fleet-Footed
Special Abilities:
● Armor +2: Metal plating
● Bite: Str+d6
● Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do
not suffer from disease or poison.
● Fearless: Immune to Fear and Intimidation
● Infravision: Iron defenders halve penalties for Illumination when attacking living
targets.
● Size –1: Iron defenders have a Toughness modifier of –1.

Packmate
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d6, Notice d4, Stealth d4, Swimming d6
Pace: 6; Parry: 5; Toughness: 5 (2)
Special Abilities:
● Armor +2: Metal plating
● Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do
not suffer from disease or poison.
● Fearless: Immune to Fear and Intimidation
● Feed Potion: A packmate is dexterous enough to retrieve a potion from one of its
storage compartments, uncork it, and administer it to a fallen creature. A packmate
is typically given instructions to use a healing potion (oil of repair in the case of a
warforged master) on its master if he falls.
● Hardy: The packmate does not suffer a Wound from being Shaken twice.
● Infravision: Packmates halve penalties for Illumination when attacking living
targets.
● Ready Item: The telepathic connection between a packmate and its master allows
the packmate to anticipate what item its master might call for next. If the
homunculus and mast are adjacent, then the master can retrieve an item from the
packmate as a free action.
● Size –1: Packmates have a Toughness modifier of –1.
● Slam: Str+d4
● Throw Flask: A packmate can be directed to throw vials of acid, holy water, or
similar weapons it carries.

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Persistent Harrier
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d4, Fighting d4, Notice d4, Stealth d4
Pace: 8; Parry: 5; Toughness: 5(2)
Edges: Fleet-Footed
Special Abilities:
● Acrobat: +2 to all Agility rolls made to perform acrobatic maneuvers. +1 to Parry.
● Armor +2: Metal plating
● Construct: +2 to recover from being Shaken. Called shots do no extra damage. Do
not suffer from disease or poison.
● Fearless: Immune to Fear and Intimidation
● Ganging Up: Persistent Harriers always attempt to "gang up" on their targets.
● Infravision: Persistent harriers halve penalties for Illumination when attacking
living targets.
● Spikes: Str+d6
● Size –1: Persistent harriers have a Toughness modifier of –1.

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Horrid Animals
A horrid animal gains the following abilities.
● Armor +2: Bony or chitinous plates cover the horrid animal’s body, giving it an
armored appearance.
● Acidic Attack: A horrid animal’s natural weapons deal an extra 1d6 acid damage.
● Ill-Tempered: Persuasion rolls involving a horrid animal take a –2 penalty, since
horrid animals are more difficult to control than normal animals or even dire
animals.
● Immunity to Acid: A horrid animal has immunity to acid.
● Healer: A horrid animal adds +2 to all natural healing rolls for its own Wounds.
● Resilient: Horrid animals can take one Wound before being Incapacitated.

Horrid Ape
Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d12, Fighting d4, Notice d6, Stealth d6
Pace: 6; Parry: 4; Toughness: 11 (2)
Treasure: None
Special Abilities:
● Alertness: +2 to Notice rolls.
● Armor +2: Bony or chitinous plates cover the horrid animal’s body, giving it an
armored appearance.
● Acidic Attack: A horrid animal’s natural weapons deal an extra d6 acid damage.
Any material hit by the acid is damaged (armor loses a point of protection).
● Bite/Claw: Str+d8+d6 acid.
● Healer: A horrid animal adds +2 to all natural healing rolls for its own Wounds.
● Ill-Tempered: Persuasion rolls involving a horrid animal take a –2 penalty, since
horrid animals are more difficult to control than normal animals or even dire
animals.
● Immunity to Acid: A horrid animal has immunity to acid.
● Resilient: Horrid animals can take one Wound before being Incapacitated.
● Size 2: Horrid apes have a Toughness modifier of +2.

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Horrid Rat
Attributes: Agility d12, Smarts d6 (A), Spirit d6, Strength d6, Vigor d10
Skills: Athletics d10, Fighting d4, Notice d6, Stealth d8
Pace: 8; Parry: 4; Toughness: 8 (2)
Treasure: None
Special Abilities:
● Alertness: +2 to Notice rolls.
● Armor +2: Bony or chitinous plates cover the horrid animal’s body, giving it an
armored appearance.
● Acidic Attack: A horrid animal’s natural weapons deal an extra d6 acid damage.
Any material hit by the acid is damaged (armor loses a point of protection).
● Bite: Str+d4+d6 acid; infection.
● Healer: A horrid animal adds +2 to all natural healing rolls for its own Wounds.
● Ill-Tempered: Persuasion rolls involving a horrid animal take a –2 penalty, since
horrid animals are more difficult to control than normal animals or even dire
animals.
● Immunity to Acid: A horrid animal has immunity to acid.
● Infection: Anyone Shaken or Wounded by a rat must make a Vigor roll or suffer a
level of Fatigue from an infected bite. Cumulative bites can lead to Incapacitation,
but never to Death. The infection lasts 2d6 days.
● Low Light Vision: Ignore penalties for Dim and Dark Illumination.
● Resilient: Horrid animals can take one Wound before being Incapacitated.
● Size –1: Horrid rats have a Toughness modifier of –1.

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Horse, Valenar Riding


Attributes: Agility d10, Smarts d4 (A), Spirit d8, Strength d12, Vigor d8
Skills: Athletics d12+1, Fighting d4, Notice d6
Pace: 14; Parry: 4; Toughness: 8
Edges: Fleet-Footed.
Special Abilities:
● Kick: Str+d4, to the front or rear as desired.
● Size 2: Typical quarter horse of about 1,000 lbs.
● Valenar Breeding: Valenar riding horses are bred for speed. They have an additional
+2 bonus to Pace compared to normal horses, and their running die is a d10.

Inspired
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Notice d4, Fighting d6, Persuasion d10,
Psionics d10, Stealth d4, Taunt d10
Pace: 6; Parry: 5; Toughness: 5
Edges: Arcane Background (Psionics), Aristocrat, Charismatic, Mentalist, New Powers.
Gear: Crysteel dagger (Str+1d4+2)
Special Abilities:
● Dual Mind: An Inspired may reroll an opposed psionics roll.
● Powers: Fear, mind link, mind reading, protection, stun

Karrnathi Undead Soldier


Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d4, Fighting d8, Intimidation d6, Notice d4, Shooting d8, Stealth d4
Pace: 7; Parry: 5; Toughness: 12 (+3)
Edges: Ambidextrous, Marksman, Two-Fisted
Gear: Longbow (2d6, 15/30/60), 24 arrows, Scimitar x 2 (Str+d8), plate corselet (+3, torso)
Special Abilities:
● Fearless: Karrnathi undead are immune to Fear and Intimidation.
● Undead: Add +2 to Toughness and Spirit rolls to recover from being Shaken, ignore
additional damage from Called Shots, don’t breathe or eat and are immune to
disease and poison.

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Living Spell
A “living spell” is an ability applied to an arcane or divine power effect (or in some cases, a
group of power effects) instead of a creature, turning the power into a living entity. The
characteristics of a living spell are determined by the nature of the spell(s), including the rank
of the powers. The ability can be applied to any powers that uses a Blast or Cone Template.
Special Abilities:
● Engulf: Living spells can move over targets to engulf them. Victims who fail an
Agility roll are engulfed and subject to the power’s effects each round on the living
spell’s turn. Engulfed targets are considered to be Grappled.
● Fearless: Immune to Fear and Intimidation.
● Flight: Living spells have a Flying Pace of 4”.
● Mindless: Immune to mind-affecting powers.
● Slam: Str+power.
Living spells vary in sizes. The size is based on the template size of the power’s effect as
indicated in the list below.
● Small Blast Template: Size +4 (Scale Modifier +2, Strength d12+1, Toughness
+4).
● Medium Blast or Cone Template: Size +6 (Large (+1 Wound), Scale modifier +2,
Strength d12+3, Toughness +6).
● Large Blast Template: Size +8 (Huge (+2 Wounds), Scale modifier +4, Strength
d12+5, Toughness +8).

Living Fireball
A living fireball is based on the blast power using a Medium Blast Template.
Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d12+3, Vigor d6
Skills: Fighting d4
Pace: 4; Parry: 4; Toughness: 11
Special Abilities:
● Engulf: Living fireballs can move over targets to engulf them. Victims who fail an
Agility roll are engulfed and subject to the blast power with a fire trapping (2d6
damage; fire) each round on the living fireball’s turn. Engulfed targets are considered
to be Grappled.
● Fearless: Immune to Fear and Intimidation.
● Flight: Living spells have a Flying Pace of 4”.
● Mindless: Immune to mind-affecting powers.
● Size 6: Living fireballs are about 24’ in diameter, covering an area equal to a
Medium Blast Template. They have a Scale Modifier of +2, +6 Toughness, and can
take one Wound before becoming Incapacitated.
● Slam: Str+2d6 (fire).

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Magebred Animals
A magebred animal gains the following abilities.
● Armor: Magebred animals have thicker hides or skins that grants them +1 Armor.
● Intelligence: Magebred animals are of higher intelligence than their normal
counterparts. They have a minimum of d6 (A) Smarts.
● Physical Specimen: Magebred animals increase either their Agility, Strength, or
Vigor by 2 die types. The other two are increased by 1 die type.
● Special Breed: A magebred animal gains one of the following special abilities.
○ Swift Breed: The animal has the Fleet-footed Edge.
○ Thick-Skinned Breed: The animal’s Armor increases by an additional
+1.
○ Tracking Breed: The animal gains a +2 to Survival rolls when tracking
prey.
● Talent: Magebred animals gain one of the following Special Abilities or Edges:
○ Alertness
○ Brawny
○ Frenzy
○ Increased Natural Attack:Natural attack damage increases by one die
type.

Magebred Horse
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d4, Notice d6
Pace: 12; Parry: 4; Toughness: 10 (2)
Edges: Fleet-Footed, Brawny
Special Abilities:
● Armor: +1
● Kick: Str+d4, to the front or rear as desired.
● Size 2: Typical quarter horse of about 1,000 lbs.
● Thick-Skinned Breed: Addition +1 Armor.

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Psicrystal
Attributes: Agility (as owner's)*, Smarts d4, Spirit (as owner's), Strength d4*, Vigor d12
Skills: Athletics d10, Notice d6, Stealth d6
Pace: 6* ; Parry: 2; Toughness: 4(1)
Edges: Dodge (Improved)
Treasure: None; possibly found with owner's treasure
* With self-propulsion ability activated.
Special Abilities:
● Armor +1: The process of creating a psicrystal hardens the base crystal from which
it is made.
● Construct: Psicrystals add +2 to recover from being Shaken, ignore 1 point of
Wound penalties, do not breathe, and are immune to poison or disease.
● Telepathy: Telepathic link with owner, as if under the effect of telepathy, out to a
distance of 1 mile.
● Self -propulsion: As an action, an owner can will the psicrystal to form spidery,
ectoplasmic legs that give it a Pace 6 and Climbing d10; it can walk on vertical
surfaces at Pace 6 as well. The legs fade into nothingness after one day (or sooner, if
the owner desires).
● Sighted: Although it has no physical sensory organs, a psicrystal can telepathically
sense its environment as well as a creature with normal vision and hearing. Darkness
(even supernatural darkness) is irrelevant, as are areas of supernatural silence, though
a psicrystal still can’t discern invisible or ethereal beings.
● Size –3: Psicrystals are about the size of a human hand. They have a Scale Modifier
of –4 and a Toughness modifier of –3.

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Quori
All quori have the following special abilities.
● Darksight: Quori can see in complete darkness.
● Invade Dreams: A quori on Dal Quor can use mindlink to communicate with a
creature on another plane through its dreams. During this connection, it can change
its appearance to any living creature it desires. or use the nightmare power as well. It
can also use the nightmares power with any dreaming creature while on Dal Quor.
● Possession: A quori can possess any willing human in sight. The human vessel
cannot be protected by any form of protection from supernatural evil. The quori
spirit is in complete control and has access to all the human’s thoughts and
memories. Physically harming the human vessel does not harm the quori. If the
human vessel dies, the quori returns to the Ethereal Plane and can attempt another
possession. The quori spirit can use its powers while possessing a human vessel. It
can also use the higher of its or the human vessel’s Smarts and Spirit attributes and
combine its skills with the human vessel’s skills.
● Teleport: On Dal Quor, a quori can teleport to any location across any distance.

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Tsucora Quori
Attributes: Agility d10, Smarts d12, Spirit d12, Strength d12, Vigor d12
Skills: Athletics d4, Common Knowledge d10, Cosmology d10, Fighting d6, Intimidation
d12, Notice d12+1, Persuasion d12, Psionics d12, Stealth d10, Survival d6
Pace: 8; Parry: 5; Toughness: 10 (2)
Edges: Ambidextrous, Quick, Mentalist, Two-Fisted
Special Abilities:
● Armor +2
● Claws: Str+1d4.
● Darksight: Quori can see in complete darkness.
● Invade Dreams: A quori on Dal Quor can use mindlink to communicate with a
creature on another plane through its dreams. During this connection, it can change
its appearance to any living creature it desires. or use the nightmare power as well. It
can also use the nightmares power with any dreaming creature while on Dal Quor.
● Multiple Eyes: A tsucora quori has dozens of eyes covering its body. It gains a +2
bonus to sight-based Notice rolls.
● Pincers: Str+d8.
● Possession: A quori can possess any willing human in sight. The human vessel
cannot be protected by any form of protection from supernatural evil. The quori
spirit is in complete control and has access to all the human’s thoughts and
memories. Physically harming the human vessel does not harm the quori. If the
human vessel dies, the quori returns to the Ethereal Plane and can attempt another
possession. The quori spirit can use its powers while possessing a human vessel. It
can also use the higher of its or the human vessel’s Smarts and Spirit attributes and
combine its skills with the human vessel’s skills.
● Psionics: Tsucora quori have 30 Power Points and know the following powers: boost
Notice (scent), fear, mind link (telepathy), mind link (dream connection), disguise
(limitation: during mind link only), nightmares, puppet, protection (inertial armor),
teleport, telekinesis.
● Sting: Str+d4.
● Teleport: On Dal Quor, a quori can teleport to any location across any distance.
● Terrifying Sting: If a tsucora quori successfully wounds a creature with its sting, it
can automatically activate the fear power against it.

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Rakshasa, Zakya
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Athletics d10, Common Knowledge d4, Fighting d8, Intimidation d10, Notice d10,
Persuasion d10
Pace: 7; Parry: 8; Toughness: 10 (2)
Gear: Scale mail (+2), bastard sword (Str+d8), large shield (Parry +2)
Edges: Arcane Background (Magic), Sweep
Special Abilities:
● Change Appearance: Zakya can alter their physical appearance at will as per the
disguise power. The power has no limit on duration. This transformation cannot be
dispelled. If unconscious from a Knockout Blow or dead, they return to their
natural form.
● Powers: Zakya have 30 Power Points and know the following powers: boost Fighting,
mind reading, draining touch (cold).
● Master of Disguise: Zakya are especially adept at deception. Others attempting a
Notice roll to see through their disguise spells suffer a −4 penalty (−6 with a raise on
their casting roll).

Sharn Watch
Watch Guard, Human
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Fighting d4, Intimidation d6, Notice d4,
Persuasion d4, Stealth d4
Pace: 8; Parry: 4; Toughness: 7 (+2)
Edges: Alertness, Fleet-Footed
Gear: Reinforced leather armor (torso, arms, and legs, +1 bypassed if hit with a raise), sap
(Str+d4), halberd (Str+d8), symbol of the Sharn City Watch, identification papers.
Treasure: Meager per 3 guards.

Elite Watch Guard, Human


Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d4, Intimidation d6, Notice d4,
Persuasion d4, Stealth d4
Pace: 8; Parry: 4; Toughness: 10 (+4)
Edges: Alertness, Fleet-Footed
Gear: Plate Corselet w/ +1 Toughness (torso only), halberd w/ +1 Fighting (Str+d8), crossbow
(2d6, 15/30/60, AP 2, 1 action to reload), 20 bolts, potion of fly, symbol of the Sharn City
Watch, identification papers.
Treasure: Meager per 2 guards.

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Watch Sergeant, Dwarf


Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Athletics d8, Fighting d4, Common Knowledge d8, Intimidation d6, Notice d4,
Persuasion d4, Stealth d4
Pace: 5; Parry: 4; Toughness: 9 (+2)
Edges: Marksman
Gear: Reinforced leather armor (torso, arms, and legs, +1 bypassed if hit with a raise), sap
(Str+d4), morningstar (Str+d6), mini-crossbow (2d4, 6/12/24, AP 1), 20 bolts, symbol of the
Sharn City Watch, identification papers.
Treasure: Meager
Special Abilities:
● Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth.
They ignore penalties for Dim and Dark Illumination (but not Pitch Darkness).
● Reduced Pace: Dwarves have short legs compared to human-sized races. Decrease
their Pace by 1 and their running die one die type.
● Stability: +2 bonus to opposed Strength rolls for resisting Push attacks.
● Stonecunning: Dwarves add 2 to Notice rolls related to unusual stonework.
● Tough: Dwarves are stout and tough. They start with a d6 in Vigor instead of a d4.
This increases their maximum Vigor to d12+1.

Watch Captain, Human


Attributes: Agility d8, Smarts d8, Spirit d4, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d6, Common Knowledge d8, Intimidation d8, Notice d4,
Persuasion d4, Stealth d4
Pace: 6; Parry: 6 (1); Toughness: 9 (3)
Edges: Level Headed
Gear: Plate Corselet w/ +1 Toughness (torso only), medium shield (+1 Parry, +2 Armor to
ranged shots that hit), bastard sword w/ +1 Fighting and damage (Str+d8+1), crossbow (2d6,
15/30/60, AP 2, 1 action to reload), 20 bolts, featherfall talisman, symbol of the Sharn City
Watch, identification papers.
Treasure: Meager.

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Scorrow
Scorrow, Hunter
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8,
Stealth d8
Pace: 8; Parry: 6; Toughness: 10 (2)
Edges: Fleet-Footed, Frenzy (Improved), Marksman
Treasure: Meager
Gear: Drow long knife (Str+d6 or Range: 3/6/12, Damage: Str+d6), Xen'drik boomerang
(Range: 4/8/16, Damage: Str+d6)
Special Abilities:
● Armor +2: Chitinous skin.
● Low-light Vision: Ignores penalties for Dim and Dark Illumination.
● Infravision: Halves penalties for Illumination when attacking living targets.
● Poison: Anyone Wounded or Shaken by a stinger attack must make a Vigor roll or
become Incapacitated. Death follows in 2d6 minutes. A Healing roll at –2 prevents
death.
● Size 2: Scorrow have a Toughness modifier of +2.
● Stinger: Str+d6.
● Very Resilient: Can take two Wounds before Incapacitated.

Scorrow, Clawborn
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+1, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8,
Stealth d8
Pace: 8; Parry: 6; Toughness: 10 (2)
Edges: Fleet-Footed, Frenzy (Improved), Marksman
Treasure: Meager
Special Abilities:
● Armor +2: Chitinous skin.
● Low-light Vision: Ignores penalties for Dim and Dark Illumination.
● Infravision: Halves penalties for Illumination when attacking living targets.
● Pincers: Str+d4.
● Poison: Anyone Wounded or Shaken by a stinger attack must make a Vigor roll or
become Incapacitated. Death follows in 2d6 minutes. A Healing roll at –2 prevents
death.
● Size 2: Scorrow have a Toughness modifier of +2.
● Stinger: Str+d6.
● Very Resilient: Can take two Wounds before Incapacitated.

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Symbionts
The magic item properties and host benefits for each symbiont are detailed in Magic Items
under Grafts and Symbionts.
Symbiont Awareness: A symbiont attached to a host acts on the same initiative as the host.
It is aware of anything the host is.
Symbiont Defenses: Instead of attacking the host, attackers can make a Called Shot to
attack the symbiont as an object if it is grafted to a visible part of the host's body. Its Size and
Toughness modifiers still apply. Attacking the symbiont in this way still triggers Edges that the
host has, such as Counterattack, as though the attack was against the host. Attacks against the
host do not hurt the symbiont.
Shared Powers: Any powers activated by the host that normally affect only the host can
affect the symbiont instead. The symbiont can do the same for the host with any powers it has
as well. The host and symbiont are also able to share powers known. Powers targeted on one do
not affect the other, even if activated by a third-party.
Telepathy: A symbiont can communicate telepathically with its host.

✹ Breed Leech
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Stealth d10
Pace: 4; Parry: 4; Toughness: 3 (1)
Special Abilities:
● Aberration: Immune to poison and disease. Vulnerable to weapons made of byeshk
which inflict an additional +4 damage to aberrations.
● Armour +1
● Bite: Str+d6.
● Size –3 (Very Small): Scale Modifier of –4 and a Toughness modifier of –3.
● Symbiont: Acts on the same initiative as the host. Aware of anything the host is.
Attackers can make Called Shots to attack an attached symbiont, triggering host
Edges such as Counterattack. Can choose to have powers it uses on itself affect the
host as well. Powers that either the host or the symbiont cast on themselves can affect
the other instead. Communicates telepathically with its host.

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✹ Crawling Gauntlet
Attributes: Agility d12, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Stealth d12
Pace: 4; Parry: 4; Toughness: 3 (1)
Edges: Level Headed
Special Abilities:
● Aberration: Immune to poison and disease. Vulnerable to weapons made of byeshk
which inflict an additional +4 damage to aberrations.
● Armour +1
● Claw: Str+d4.
● Size –3 (Very Small): Scale Modifier of –4 and a Toughness modifier of –3.
● Symbiont: Acts on the same initiative as the host. Aware of anything the host is.
Attackers can make Called Shots to attack an attached symbiont, triggering host
Edges such as Counterattack. Can choose to have powers it uses on itself affect the
host as well. Powers that either the host or the symbiont cast on themselves can affect
the other instead. Communicates telepathically with its host.

✹ Eyeworm
Attributes: Agility d8, Smarts d6, Spirit d12, Strength d4, Vigor d4
Skills: Notice d10+2, Stealth d12
Pace: 3; Parry: 2; Toughness: 1
Edges: Alertness
Special Abilities:
● Aberration: Immune to poison and disease. Vulnerable to weapons made of byeshk
which inflict an additional +4 damage to aberrations.
● Guidance: Eyeworms can grant their hosts with supernatural guidance that
temporarily increases a Trait of its choice using the boost Trait power. They have 10
Power Points they can use to activate or maintain the power. The eyeworm uses its
Spirit die to bestow this power.
● Size –3 (Very Small): Scale Modifier of –4 and a Toughness modifier of –3.
● Symbiont: Acts on the same initiative as the host. Aware of anything the host is.
Attackers can make Called Shots to attack an attached symbiont, triggering host
Edges such as Counterattack. Can choose to have powers it uses on itself affect the
host as well. Powers that either the host or the symbiont cast on themselves can affect
the other instead. Communicates telepathically with its host.

✹ Living Breastplate
Attributes: Agility d4, Smarts d6, Spirit d10, Strength d4, Vigor d8
Skills: Athletics d4, Notice d4, Stealth d4
Pace: 1; Parry: 2; Toughness: 10 (+4)
Edges: Hard to Kill
Special Abilities:
● Aberration: Immune to poison and disease. Vulnerable to weapons made of byeshk
which inflict an additional +4 damage to aberrations.
● Armor +4
● Size –3 (Very Small): A living breastplate has a Scale Modifier of –4 and a

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Toughness modifier of –3.
● Symbiont: Acts on the same initiative as the host. Aware of anything the host is.
Attackers can make Called Shots to attack an attached symbiont, triggering host
Edges such as Counterattack. Can choose to have powers it uses on itself affect the
host as well. Powers that either the host or the symbiont cast on themselves can affect
the other instead. Communicates telepathically with its host.

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✹ Shadow Sibling
Attributes: Agility d12+1, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4-2, Notice d6, Stealth d12
Pace: 3; Parry: 2; Toughness: 1
Special Abilities:
● Aberration: Immune to poison and disease. Vulnerable to weapons made of byeshk
which inflict an additional +4 damage to aberrations.
● Corrupting Touch: Touch attack for Str+d6 damage.
● Symbiont: Acts on the same initiative as the host. Aware of anything the host is.
Attackers can make Called Shots to attack an attached symbiont, triggering host
Edges such as Counterattack. Can choose to have powers it uses on itself affect the
host as well. Powers that either the host or the symbiont cast on themselves can affect
the other instead. Communicates telepathically with its host.

✹ Spellwurm
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Spellcasting d8, Stealth d10
Pace: 4; Parry: 4; Toughness: 3 (1)
Edges: Strong Willed
Special Abilities:
● Aberration: Immune to poison and disease. Vulnerable to weapons made of byeshk
which inflict an additional +4 damage to aberrations.
● Armour +1
● Bite: Str+d4.
● Size –3 (Very Small): Scale Modifier of –4 and a Toughness modifier of –3.
● Powers: Spellwurms have 15 Power Points and know blast, bolt, boost Academics,
deflection, draining touch, fear, protection, slumber, sound, stun, telekinesis.
● Symbiont: Acts on the same initiative as the host. Aware of anything the host is.
Attackers can make Called Shots to attack an attached symbiont, triggering host
Edges such as Counterattack. Can choose to have powers it uses on itself affect the
host as well. Powers that either the host or the symbiont cast on themselves can affect
the other instead. Communicates telepathically with its host.

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✹ Stormstalk
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Shooting d8, Stealth d10
Pace: 4; Parry: 4; Toughness: 3 (1)
Edges: Strong Willed
Special Abilities:
● Aberration: Immune to poison and disease. Vulnerable to weapons made of byeshk
which inflict an additional +4 damage to aberrations.
● Armour +1
● Size –3 (Very Small): Scale Modifier of –4 and a Toughness modifier of –3.
● Eye Ray: The stormstalk can use its Shooting skill to activate the bolt power as a ray
of electricity from its eye. Targets hit with the ray are also under the effect of the
lower Agility power.
● Symbiont: Acts on the same initiative as the host. Aware of anything the host is.
Attackers can make Called Shots to attack an attached symbiont, triggering host
Edges such as Counterattack. Can choose to have powers it uses on itself affect the
host as well. Powers that either the host or the symbiont cast on themselves can affect
the other instead. Communicates telepathically with its host.

✹ Tentacle Whip
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d4, Fighting d6, Stealth d10
Pace: 4; Parry: 5; Toughness: 4 (1)
Special Abilities:
● Aberration: Immune to poison and disease. Vulnerable to weapons made of byeshk
which inflict an additional +4 damage to aberrations.
● Blindsight: Can blindly sense surroundings within 12”.
● Improved Attack: +2 bonus on attack rolls to Disarm an opponent. No penalty
when used with off hand.
● Poison (–2): Mild (see Hazards in Savage Worlds).
● Size –3 (Very Small): Scale Modifier of –4 and a Toughness modifier of –3.
● Sting: Str+d4; Poison; Reach 2; with a raise on the attack roll, the victim is
Vulnerable until his next action.
● Symbiont: Acts on the same initiative as the host. Aware of anything the host is.
Attackers can make Called Shots to attack an attached symbiont, triggering host
Edges such as Counterattack. Can choose to have powers it uses on itself affect the
host as well. Powers that either the host or the symbiont cast on themselves can affect
the other instead. Communicates telepathically with its host.

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✹ Tongueworm
Attributes: Agility d12, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Stealth d12
Pace: 3; Parry: 5; Toughness: 2
Special Abilities:
● Aberration: Immune to poison and disease. Vulnerable to weapons made of byeshk
which inflict an additional +4 damage to aberrations.
● Blindsight: Can blindly sense surroundings within 12”.
● Poison: Paralyzing (see Hazards in Savage Worlds).
● Size –3 (Very Small): Scale Modifier of –4 and a Toughness modifier of –3.
● Sting: Str+d4; Poison.
● Symbiont: Acts on the same initiative as the host. Aware of anything the host is.
Attackers can make Called Shots to attack an attached symbiont, triggering host
Edges such as Counterattack. Can choose to have powers it uses on itself affect the
host as well. Powers that either the host or the symbiont cast on themselves can affect
the other instead. Communicates telepathically with its host.

✹ Throwing Scarab
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d4, Vigor d6
Skills: Fighting d4, Notice d6, Stealth d12+1
Pace: 1; Parry: 4; Toughness: 1
Edges: Alertness
Special Abilities:
● Aberration: Immune to poison and disease. Vulnerable to weapons made of byeshk
which inflict an additional +4 damage to aberrations.
● Bite: Str+d4.
● Size –4 (Tiny): Scale Modifier of –6 and a Toughness modifier of –4.
● Symbiont: Acts on the same initiative as the host. Aware of anything the host is.
Attackers can make Called Shots to attack an attached symbiont, triggering host
Edges such as Counterattack. Can choose to have powers it uses on itself affect the
host as well. Powers that either the host or the symbiont cast on themselves can affect
the other instead. Communicates telepathically with its host.

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✹ Winter Cyst
Attributes: Agility d12+1, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Shooting d8, Stealth d12
Pace: 1; Parry: 2; Toughness: 4 (1)
Special Abilities:
● Aberration: Immune to poison and disease. Vulnerable to weapons made of byeshk
which inflict an additional +4 damage to aberrations.
● Armour +1
● Size –3 (Very Small): Scale Modifier of –4 and a Toughness modifier of –3.
● Eye Ray: The winter cyst can use its Shooting skill to activate the bolt power as a ray
of cold from its eye. Targets hit with the ray are also under the effect of the lower
Strength power.
● Symbiont: Acts on the same initiative as the host. Aware of anything the host is.
Attackers can make Called Shots to attack an attached symbiont, triggering host
Edges such as Counterattack. Can choose to have powers it uses on itself affect the
host as well. Powers that either the host or the symbiont cast on themselves can affect
the other instead. Communicates telepathically with its host.

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Traps
Traps are designed as presented in the Pulp GM’s Toolkit with the following modifications.
Disarming: Disarming a trap is performed by the Thievery skill. If an adventurer is
attempting to disarm a trap during combat, Prophesiers should consider making the attempt a
Dramatic Task.

RANDOM TRAPS
(modified from the Pulp GM’s Toolkit)

CARD
DRAWN TRAP
Jack Bolt
Shooting
Die Range Damage RoF

♣ d6 12/24/48 2d6 2

♦ d8 12/24/48 2d6 3

♥ d10 12/24/48 3d6 2

♠ d12 12/24/48 3d6 3

Queen Blast
Area of Effect
(centered on trap location) Damage

♣ Medium Blast Template 2d6

♦ Medium Blast Template 3d6

♥ Large Blast Template 2d6

♠ Large Blast Template 3d6

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✹ Undying Councilor
Attributes: Agility d8, Smarts d12+1, Spirit d12+2, Strength d12+3, Vigor d12+1
Skills: Academics d12+1, Athletics d4, Common Knowledge d12+1, Faith d12+1, Fighting
d8, Notice d12+1, Persuasion d4, Stealth d4, Survival d6
Pace: 6; Parry: 6; Toughness: 13 (3)
Edges: Arcane Background (Miracles), Holy Warrior
Special Abilities:
● Armour +3
● Deathless: Add +2 to Toughness and Spirit rolls to recover from being Shaken,
ignore additional damage from Called Shots, ignore 1 point of Wound penalties,
don’t breathe or eat and are immune to disease and poison, don’t Bleed Out, and
can only be healed with magical healing. The energy used to create and heal
deathless is positive energy instead of negative energy. They are affected by negative
energy just as living creatures are.
● Cleansing: Any evil creatures hit by an undying councilor’s slam attack also suffer
the effects of lower Agility and lower Spirit powers, lowering the respective attributes
by 1 die type.
● Spells: Ascendant councilors have 40 Power Points and know the following powers:
banish, boost/lower Trait, damage field, detect/conceal arcana, dispel, drain power
points, draining touch, growth/shrink, havoc, healing, puppet, smite
● Slam: Str+1d8.

Undying Soldier
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Notice d8, Persuasion d4, Stealth
d4
Pace: 5; Parry: 7; Toughness: 12 (+4)
Gear: Corselet (+4), greaves (+4 legs), heavy helm (+4 head), large shield (Parry +2), shortspear
(Str+d6), shortspear (Range 3/6/12; Str+d6), vambraces (+4 arms)
Edges: Sweep
Special Abilities:
● Deathless: Add +2 to Toughness and Spirit rolls to recover from being Shaken,
ignore additional damage from Called Shots, ignore 1 point of Wound penalties,
don’t breathe or eat and are immune to disease and poison, don’t Bleed Out, and
can only be healed with magical healing. The energy used to create and heal
deathless is positive energy instead of negative energy. They are affected by negative
energy just as living creatures are.
● Smite: An undying soldier can apply the smite power to one of its Fighting attacks
against evil creatures.

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Warforged Scorpion
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d6, Shooting d6, Stealth d6
Pace: 6; Parry: 6; Toughness: 12 (3)
Special Abilities:
● Acid Spray: Warforged scorpions can project a spray of acid using the Cone
Template. Characters within the cone must make an opposed Agility roll against the
warforged scorpion's Shooting roll or suffer 2d8 damage. If the victim does not take
an action to wash off the acid or strip off any acid covered items, the acid does 1d8
damage on the warforged scorpion's next action.
● Armor +3: Warforged scorpions have chitinous skin made out of metal.
● Construct: Warforged scorpions add +2 to recover from being Shaken, ignore 1
point of Wound penalties, do not breathe, and are immune to poison or disease.
● Grapple: A warforged scorpion may grapple a foe with one or both pincers. If it
uses both, each must make a successful opposed Strength roll. Escaping from a
double grapple gives the prey a –4 penalty to his Strength roll to escape. A stinger
attack against a grappled foe is made at +2, +4 if the victim is held in both pincers.
● Pincers: Str+d4
● Size 2: Warforged scorpions have a Toughness modifier of +2.
● Sting: Str+d6+d6 acid.

Warforged Titan
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+3, Vigor d12
Skills: Athletics d4, Fighting d10, Notice d4, Stealth d4
Pace: 10; Parry: 6; Toughness: 19 (4)
Gear: Axe (Str+d6), maul (Str+d8; Parry –1; AP 2)
Edges: Sweep
Treasure: None
Special Abilities:
● Armour +4: Natural armour.
● Construct: Warforged titans add +2 to recover from being Shaken, ignore 1 point
of Wound penalties, do not breathe, and are immune to poison or disease.
● Endurance: +2 to Soak rolls.
● Knockback: Successful attack causes target to fly backwards 1d4”, plus 1d4” for
each raise on the attack roll, and an additional +1d6 if it hits a large solid object.
● Size 7 (Large): Warforged titans have a Scale Modifier of +3 and a Toughness
modifier of +7. They also can take one Wound before Incapacitated.

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Character Sheet
The Eberron for Savage Worlds character sheet is available in two versions—standard and
form-fillable.
Both sheets feature layers that can be turned on and off. One layer has the parchment
background that can be removed for a cleaner, more printer-friendly design. The other layer
allows you to remove core skills from the Skills section.

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